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// Copyright Epic Games, Inc. All Rights Reserved.
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 "K2Node_FormatText.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintNodeSpawner.h"
#include "Containers/EnumAsByte.h"
#include "Containers/UnrealString.h"
#include "EdGraph/EdGraph.h"
#include "EdGraph/EdGraphSchema.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "EdGraphSchema_K2.h"
#include "EdGraphSchema_K2_Actions.h"
#include "EditorCategoryUtils.h"
#include "Engine/Blueprint.h"
#include "HAL/PlatformCrt.h"
#include "Internationalization/Internationalization.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 "K2Node_CallFunction.h"
#include "K2Node_MakeArray.h"
#include "K2Node_MakeStruct.h"
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
#include "Kismet/KismetMathLibrary.h"
#include "Kismet/KismetSystemLibrary.h"
#include "Kismet/KismetTextLibrary.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Kismet2/CompilerResultsLog.h"
#include "KismetCompiler.h"
#include "Math/Vector2D.h"
#include "Misc/AssertionMacros.h"
#include "Misc/CString.h"
#include "ScopedTransaction.h"
#include "Templates/Casts.h"
#include "Templates/SubclassOf.h"
#include "UObject/Class.h"
#include "UObject/ObjectPtr.h"
#include "UObject/Package.h"
#include "UObject/UnrealNames.h"
#include "UObject/UnrealType.h"
#include "UObject/WeakObjectPtr.h"
#include "UObject/WeakObjectPtrTemplates.h"
#define LOCTEXT_NAMESPACE "K2Node_FormatText"
/////////////////////////////////////////////////////
// UK2Node_FormatText
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
struct FFormatTextNodeHelper
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
static const FName FormatPinName;
static const FName GetFormatPinName()
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
{
return FormatPinName;
}
};
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
const FName FFormatTextNodeHelper::FormatPinName(TEXT("Format"));
UK2Node_FormatText::UK2Node_FormatText(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
, CachedFormatPin(NULL)
{
NodeTooltip = LOCTEXT("NodeTooltip", "Builds a formatted string using available format argument values.\n \u2022 Use {} to denote format arguments.\n \u2022 Argument types may be Byte, Integer, Float, Text, String, Name, Boolean, Object or ETextGender.");
}
void UK2Node_FormatText::AllocateDefaultPins()
{
Super::AllocateDefaultPins();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
CachedFormatPin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Text, FFormatTextNodeHelper::GetFormatPinName());
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Text, TEXT("Result"));
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
for (const FName& PinName : PinNames)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Wildcard, PinName);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
}
}
void UK2Node_FormatText::SynchronizeArgumentPinType(UEdGraphPin* Pin)
{
const UEdGraphPin* FormatPin = GetFormatPin();
if (Pin != FormatPin && Pin->Direction == EGPD_Input)
{
const UEdGraphSchema_K2* K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema());
bool bPinTypeChanged = false;
if (Pin->LinkedTo.Num() == 0)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
static const FEdGraphPinType WildcardPinType = FEdGraphPinType(UEdGraphSchema_K2::PC_Wildcard, NAME_None, nullptr, EPinContainerType::None, false, FEdGraphTerminalType());
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
// Ensure wildcard
if (Pin->PinType != WildcardPinType)
{
Pin->PinType = WildcardPinType;
bPinTypeChanged = true;
}
}
else
{
UEdGraphPin* ArgumentSourcePin = Pin->LinkedTo[0];
// Take the type of the connected pin
if (Pin->PinType != ArgumentSourcePin->PinType)
{
Pin->PinType = ArgumentSourcePin->PinType;
bPinTypeChanged = true;
}
}
if (bPinTypeChanged)
{
// Let the graph know to refresh
GetGraph()->NotifyNodeChanged(this);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
UBlueprint* Blueprint = GetBlueprint();
if (!Blueprint->bBeingCompiled)
{
FBlueprintEditorUtils::MarkBlueprintAsModified(Blueprint);
}
}
}
}
FText UK2Node_FormatText::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("FormatText_Title", "Format Text");
}
FText UK2Node_FormatText::GetPinDisplayName(const UEdGraphPin* Pin) const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
return FText::FromName(Pin->PinName);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
FName UK2Node_FormatText::GetUniquePinName()
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
FName NewPinName;
int32 i = 0;
while (true)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
NewPinName = *FString::FromInt(i++);
if (!FindPin(NewPinName))
{
break;
}
}
return NewPinName;
}
void UK2Node_FormatText::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
const FName PropertyName = (PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None);
if (PropertyName == GET_MEMBER_NAME_CHECKED(UK2Node_FormatText, PinNames))
{
ReconstructNode();
}
Super::PostEditChangeProperty(PropertyChangedEvent);
GetGraph()->NotifyNodeChanged(this);
}
void UK2Node_FormatText::PinConnectionListChanged(UEdGraphPin* Pin)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
UEdGraphPin* FormatPin = GetFormatPin();
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
Modify();
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
// Clear all pins.
if(Pin == FormatPin && !FormatPin->DefaultTextValue.IsEmpty())
{
PinNames.Empty();
GetSchema()->TrySetDefaultText(*FormatPin, FText::GetEmpty());
bool bRemoved = false;
for(auto It = Pins.CreateConstIterator(); It; ++It)
{
UEdGraphPin* CheckPin = *It;
if(CheckPin != FormatPin && CheckPin->Direction == EGPD_Input)
{
CheckPin->Modify();
CheckPin->MarkAsGarbage();
Pins.Remove(CheckPin);
bRemoved = true;
--It;
}
}
if (bRemoved)
{
GetGraph()->NotifyNodeChanged(this);
}
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
// Potentially update an argument pin type
SynchronizeArgumentPinType(Pin);
}
void UK2Node_FormatText::PinDefaultValueChanged(UEdGraphPin* Pin)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
const UEdGraphPin* FormatPin = GetFormatPin();
if(Pin == FormatPin && FormatPin->LinkedTo.Num() == 0)
{
TArray< FString > ArgumentParams;
FText::GetFormatPatternParameters(FormatPin->DefaultTextValue, ArgumentParams);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
PinNames.Reset();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
for (const FString& Param : ArgumentParams)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
const FName ParamName(*Param);
if (!FindArgumentPin(ParamName))
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Wildcard, ParamName);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
PinNames.Add(ParamName);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
for (auto It = Pins.CreateIterator(); It; ++It)
{
UEdGraphPin* CheckPin = *It;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
if (CheckPin != FormatPin && CheckPin->Direction == EGPD_Input)
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3358367 by tim.gautier Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters Change 3624848 by Jamie.Dale Added a composite font for the editor (and Slate core) This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor. This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font. This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support. Change 3654993 by Jamie.Dale 'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer Breaking changes: - Native has been renamed to FNativeFuncPtr. - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair). - Use P_THIS if you were previously using the 'this' pointer in your native function. Change 3699591 by Jamie.Dale Added support for displaying and editing numbers in a culture correct way Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game). #jira UE-4028 Change 3719568 by Jamie.Dale Allow platforms to override the default ICU timezone calculation Change 3622366 by Bradut.Palas #jira UE-46677 Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode. Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions. Change 3622378 by Bradut.Palas #jira UE-46590 we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width. The bug is that the size of the last element is incorrectly reported, after we drag back and forth. Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value. Change 3622552 by Jamie.Dale Added support for per-culture sub-fonts within a composite font This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this). Change 3623170 by Jamie.Dale Fixing warning Change 3624846 by Jamie.Dale Composite font cache optimizations - Converted a typically small sized map to a sorted array + binary search. - Converted the already sorted range array to use binary search. - Contiguous ranges using the same typeface are now merged in the cache. Change 3625576 by Cody.Albert We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified. #jira UE-47971 Change 3626057 by Matt.Kuhlenschmidt Expose EUmgSequencePlayMode to blueprints #jira UE-49255 Change 3626556 by Matt.Kuhlenschmidt Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning. #jira UE-48922, UE-48957 Change 3627692 by Matt.Kuhlenschmidt PR #3977: Source control submenu menu customization (Contributed by Kryofenix) Change 3628600 by Arciel.Rekman Added AutoCheckout to FAssetRenameManager for commandlet usage. Change 3630561 by Richard.Hinckley Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter. Change 3630656 by Richard.Hinckley Compile fix. Change 3630964 by Arciel.Rekman Fix CrashReporterClient headless build. Change 3631050 by Matt.Kuhlenschmidt Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp Causes major problems with resizing splitters in editor Change 3631140 by Arciel.Rekman OpenAL: update Linux version to 1.18.1 (UETOOL-1253) - Also remove a hack for RPATH and make it use a generic RPATH mechanism. - Bulk of the change from Cengiz.Terzibas #jira UETOOL-1253 Change 3632924 by Jamie.Dale Added support for a catch-all fallback font within composite fonts This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles. Change 3633055 by Jamie.Dale Fixed some refresh issues in the font editor Change 3633062 by Jamie.Dale Fixed localization commands being reported as unknown Change 3633906 by Nick.Darnell UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working. Change 3634070 by Arciel.Rekman Display actually used values of material overrides. Change 3634254 by Arciel.Rekman Fix ResavePackages working poorly with projects on other drives (UE-49465). #jira UE-49465 Change 3635985 by Matt.Kuhlenschmidt Fixed typo in function name used by maps PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist) Change 3636012 by Matt.Kuhlenschmidt PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist) Change 3636706 by Lauren.Ridge Epic Friday: Save parameters to child or sibling instance functionality Change 3638706 by Jamie.Dale Added an improved Japanese font to the editor This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters). #jira UE-33268 Change 3639438 by Arciel.Rekman Linux: Repaired ARM server build (UE-49635). - Made Steam* plugins compile. - Disabled OpenEXR as the libs aren't compiled (need to be done separately). (Edigrating CL 3639429 from Release-4.17 to Dev-Editor) Change 3640625 by Matt.Kuhlenschmidt PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist) Change 3640626 by Matt.Kuhlenschmidt PR #4011: Remove space from filename (Contributed by projectgheist) Change 3640697 by Matt.Kuhlenschmidt PR #4010: PNG alpha fix (Contributed by mmdanggg2) Change 3641137 by Jamie.Dale Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately. Change 3641351 by Jamie.Dale Fixing incorrect weights on the Japanese sub-font Change 3641356 by Jamie.Dale Fixing inconsistent font sizes between CoreStyle and EditorStyle Change 3641710 by Jamie.Dale Fixed pure-virtual function call on UMulticastDelegateProperty Change 3641941 by Lauren.Ridge Adding a Parameter Details tab to the Material Editor so users can change default parameter details Change 3644141 by Jamie.Dale Added an improved Korean font to the editor This is only used when displaying Korean text when the editor is set to Korean Change 3644213 by Arciel.Rekman Fix the side effects of a fix for UE-49465. - Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later. #jira UE-49465 Change 3644777 by Jamie.Dale Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished Change 3644879 by tim.gautier QAGame: Optimized assets for Procedural Foliage testing - Added camera bookmarks to Stations in QA-Foliage - Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape - Fixed up redirectors Change 3645109 by Matt.Kuhlenschmidt PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts) Change 3645114 by Matt.Kuhlenschmidt PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts) Change 3645116 by Matt.Kuhlenschmidt PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts) Change 3645118 by Matt.Kuhlenschmidt PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts) Change 3645876 by Arciel.Rekman Linux: fix submenus of context menu not working (UE-47639). - Change by icculus (Ryan Gordon). - QA-ClickHUD seems to be not affected by this change (it is already broken alas). #jira UE-47639 Change 3648088 by Jamie.Dale Fixed some case-sensitivity issues with FText format argument names/pins These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior. #jira UE-47122 Change 3648097 by Jamie.Dale Moved common macOS/iOS localization implementation into FApplePlatformMisc #jira UE-49940 Change 3650858 by Arciel.Rekman UBT: improve CodeLite project generator (UE-49400). - PR #3987 submitted by yaakuro (Cengiz Terzibas). #jira UE-49400 Change 3651231 by Arciel.Rekman Linux: default to SM5 for Vulkan. - Change by Timothee.Bessett. Change 3653627 by Matt.Kuhlenschmidt PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts) Change 3653628 by Matt.Kuhlenschmidt PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz) Change 3653984 by Jamie.Dale Fixed some redundant string construction Change 3658528 by Joe.Graf UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files Change 3658594 by Jamie.Dale Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues #jira UE-27263 Change 3659643 by Michael.Trepka Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior #jira UETOOL-1238 Change 3661908 by Matt.Kuhlenschmidt USD asset importing improvements Change 3664100 by Matt.Kuhlenschmidt Fix static analysis Change 3664107 by Matt.Kuhlenschmidt PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist) Change 3664125 by Matt.Kuhlenschmidt PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist) Change 3664340 by Jamie.Dale PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist) Change 3664403 by Jamie.Dale PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed) Change 3664539 by Jamie.Dale PR #3280: Added EditableText functionality (Contributed by projectgheist) Change 3665433 by Alexis.Matte When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target. #jira UE-50231 Change 3666747 by Cody.Albert Change 3669280 by Jamie.Dale PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist) Change 3669718 by Jamie.Dale PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist) Change 3670838 by Alexis.Matte Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button. #jira UE-50387 Change 3671559 by Matt.Kuhlenschmidt Update SimpleUI automation test ground truth #jira UE-50325 Change 3671587 by Alexis.Matte Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file. #jira UE-50147 Change 3671730 by Jamie.Dale Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances Change 3672104 by Michael.Dupuis #jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings Change 3674906 by Alexis.Matte Make sure the export LOD option is taken in consideration when exporting a level or the current level selection #jira UE-50248 Change 3674942 by Matt.Kuhlenschmidt Fix static analysis Change 3675401 by Alexis.Matte -fix export animation, do not truncate the last frame anymore -fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves. #jira UE-48231 Change 3675990 by Alexis.Matte Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx. This is to avoid driving random vertex with old morph target. #jira UE-50391 Change 3676169 by Alexis.Matte When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import. Change 3676396 by Alexis.Matte Make all LOD 0 name consistent in staticmesh editor #jira UE-49461 Change 3677730 by Cody.Albert Enable locking of Persistent Level in Levels tab #jira UE-50686 Change 3677838 by Jamie.Dale Replaced broken version of Roboto Light Change 3679619 by Alexis.Matte Integrate GitHub pr #4029 to fix import fbx chunk material assignation. #jira UE-50001 Change 3680093 by Alexis.Matte Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh. Change 3680931 by Arciel.Rekman SlateDialogs: show image icon for *.tga (UE-25106). - Also reworked the logic somewhat. #jira UE-25106 Change 3681966 by Yannick.Lange MaterialEditor post-process preview. #jira UE-45307 Change 3682407 by Lauren.Ridge Fixes for material editor compile errors Change 3682628 by Lauren.Ridge Content browser filters for Material Layers, Blends, and their instances Change 3682725 by Lauren.Ridge Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default Change 3682921 by Lauren.Ridge Fix for instance layers not initializing fully Change 3682954 by Lauren.Ridge Creating Material Layer Test Assets Change 3683582 by Alexis.Matte Fix static analysis build Change 3683614 by Matt.Kuhlenschmidt PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts) Change 3684130 by Lauren.Ridge Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3686289 by Arciel.Rekman Remove the pessimization (UE-23791). Change 3686455 by Lauren.Ridge Fixes for adding/removing a layer parameter from the parent not updating the child Change 3686829 by Jamie.Dale No longer include trailing whitespace in the justification calculation for soft-wrapped lines #jira UE-50266 Change 3686970 by Lauren.Ridge Making material parameter preview work for functions as well Change 3687077 by Jamie.Dale Fixed crash using FActorDetails with the struct details panel Change 3687152 by Jamie.Dale Fixed the row structure tag not appearing in the Content Browser for Data Table assets The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables. #jira UE-48691 Change 3687174 by Lauren.Ridge Fix for material layer sub-parameters showing up in the default material parameters panel Change 3688100 by Lauren.Ridge Fixing static analysis error Change 3688317 by Jamie.Dale Fixed crash using the widget reflector in a cooked game Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector. Change 3689054 by Jamie.Dale Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes #jira UE-45751 Change 3689513 by Jamie.Dale Fixed justification bug with RTL text caused by CL# 3686829 Also implemented the same alignment fix for visually left-aligned RTL text. #jira UE-50266 Change 3690231 by Lauren.Ridge Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor Change 3690234 by Lauren.Ridge Adding Material Layers Function Parameter to Static Parameter Compare Change 3690750 by Chris.Bunner Potential nullptr crash. Change 3690751 by Chris.Bunner Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter. Change 3691010 by Jamie.Dale Fixed some clipping issues that could occur with right-aligned text FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment) #jira UE-46760 Change 3691091 by Jamie.Dale Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type Change 3691134 by Alexis.Matte Make sure we instance also the collision mesh when exporting a level to fbx file. #jira UE-51066 Change 3691157 by Lauren.Ridge Fix for reset to default not refreshing sub-parameters Change 3691192 by Jamie.Dale Fixed Content Browser selection resetting when changing certain view settings #jira UE-49611 Change 3691204 by Alexis.Matte Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011. #jira UE-51023 Change 3692335 by Lauren.Ridge Setting displayed asset to equal filter asset if no instance has been selected Change 3692479 by Jamie.Dale Fixed whitespace Change 3692508 by Alexis.Matte Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu. We also prevent the export dialog to show #jira UE-50973 Change 3692639 by Jamie.Dale Translation Editor now shows stale translations as "Untranslated" Change 3692743 by Lauren.Ridge Smaller blend icons, added icon size override to FObjectEntryBox Change 3692830 by Alexis.Matte Fix linux build Change 3692894 by Lauren.Ridge Tooltip on "Parent" in material layers Change 3693141 by Jamie.Dale Removed dead code FastDecimalFormat made this redundant Change 3693580 by Jamie.Dale Added AlwaysSign number formatting option #jira UE-10310 Change 3693784 by Jamie.Dale Fixed assert extracting the number formatting rules for Arabic It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that. #jira UE-10310 Change 3694428 by Arciel.Rekman Linux: make directory watch request a warning so they don't block cooking. - See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html Change 3694458 by Matt.Kuhlenschmidt Made duplicate keybinding warning non-fatal Change 3694496 by Alexis.Matte fix static analysis build Change 3694515 by Jamie.Dale Added support for culture correct parsing of decimal numbers #jira UE-4028 Change 3694621 by Jamie.Dale Added a variant of FastDecimalFormat::StringToNumber that takes a string length This can be useful if you want to convert a number from within a non-null terminated string #jira UE-4028 Change 3694958 by Jamie.Dale Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail. #jira UE-4028 Change 3695083 by Alexis.Matte Optimisation of the morph target import - We now compute only the normal for the shape the tangent are not necessary - The async tasks are create when there is some available cpu thread to avoid filling the memory - When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets #jira UE-50945 Change 3695122 by Jamie.Dale GetCultureAgnosticFormattingRules no longer returns a copy Change 3695835 by Arciel.Rekman TestPAL: greatly expanded malloc test. Change 3695918 by Arciel.Rekman TestPAL: Added thread priority test. Change 3696589 by Arciel.Rekman TestPAL: tweak thread priorities test (better readability). Change 3697345 by Alexis.Matte Fix reorder of material when importing a LOD with new material #jira UE-51135 Change 3699590 by Jamie.Dale Updated SGraphPinNum to use a numeric editor #jira UE-4028 Change 3699698 by Matt.Kuhlenschmidt Fix crash opening the level viewport context menu if the actor-component selection is out of sync #jira UE-48444 Change 3700158 by Arciel.Rekman Enable packaging for Android Vulkan on Linux (UETOOL-1232). - Change by Cengiz Terzibas Change 3700224 by Arciel.Rekman TestPAL: fixed a memory leak. Change 3700775 by Cody.Albert Don't need to initialize EnvironmentCubeMap twice. Change 3700866 by Michael.Trepka PR #3223: Remove unnecessary reallocation. (Contributed by foollbar) #jira UE-41643 Change 3701132 by Michael.Trepka Copy of CL 3671538 Fixed issues with editor's game mode in high DPI on Mac. #jira UE-49947, UE-51063 Change 3701421 by Michael.Trepka Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression Change 3701495 by Alexis.Matte Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them. #jira UE-UE-51359 Change 3702982 by Jamie.Dale Cleaned up some localization setting names These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting. Change 3703517 by Arciel.Rekman TestPAL: improved thread test. - Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic). Change 3704378 by Michael.Trepka Disable Zoom button on Mac if project requests a resizeable window without it. #jira UE-51335 Change 3706316 by Jamie.Dale Fixed the asset search suggestions list closing if you clicked on its scrollbar #jira UE-28885 Change 3706855 by Alexis.Matte Support importing animation that has some keys with negative time #jira UE-51305 Change 3709634 by Matt.Kuhlenschmidt PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist) Change 3711085 by Michael.Trepka Reenabled UBT makefiles on Mac Change 3713049 by Josh.Engebretson The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect. #jira UE-51319 Change 3713144 by Lauren.Ridge Fixing automated test error #jira UE-50982 Change 3713395 by Alexis.Matte Fix auto import mountpoint #jira UE-51524 Change 3713881 by Michael.Trepka Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3714197 by Michael.Trepka Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields. #jira UE-47915 Change 3714911 by Joe.Graf Merge of cmake changes from Dev-Rendering Change 3715973 by Michael.Trepka Disable OS close button on Windows if project settings request that #jira UE-45522 Change 3716390 by Lauren.Ridge The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior. #jira UE-50916 Change 3716529 by Josh.Engebretson Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1 #jira UE-51341 Change 3716885 by Josh.Engebretson Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary. #jira UE-48572 Change 3716929 by Josh.Engebretson Unshelved from pending changelist '3364093': PR #3420: Exe's icons and properties (Contributed by projectgheist) Change 3716937 by Josh.Engebretson Unshelved from pending changelist '3647428': PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik) Change 3717002 by Josh.Engebretson Fix FileReference/string conversion Change 3717355 by Joe.Graf Fixed CMake file generation on Windows including Engine/Source/ThirdParty source Change 3718256 by Arciel.Rekman TestPAL: slight mod to the malloc test. - Touch the allocated memory to check actual resident usage. Change 3718290 by Arciel.Rekman BAFO: place descriptor after the allocation to save some VIRT memory. - We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor. Change 3718508 by Michael.Trepka Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer) #jira UE-46148 Change 3718855 by Lauren.Ridge Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options. Change 3718932 by Cody.Albert Update ActorSequence plugin loading phase to PreDefault #jira UE-51612 Change 3719378 by tim.gautier QAGame: Renamed multiTxt_Justification > UMG_TextJustification. Added additional Text Widgets for testing Change 3719413 by Lauren.Ridge Resubmit of content browser favorites Change 3719803 by Yannick.Lange VREditor: Fix crash with null GEditor #jira UE-50103 Change 3721127 by tim.gautier QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials - Added M_ParamDefaults and MF_ParamDefaults - Moved legacy MeshPaint materials into /Content/Materials/MeshPaint - Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions Change 3721255 by Alexis.Matte Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds. #jira UE-51363 Change 3721594 by Lauren.Ridge Material Blends now have plane mesh previews in their icons. Change 3722072 by tim.gautier QAGame: Updated MF_ParamDefaults - using red channel as roughness Updated M_ParamDefaults - tweaked Scalar values Change 3722180 by Michael.Trepka Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator. #jira UE-25941 Change 3722220 by Michael.Trepka Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly #jira UE-40246 Change 3722806 by Lauren.Ridge Fixing non-editor compiles Change 3722914 by Alexis.Matte Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import. #jira UE-51665 Change 3723446 by Michael.Trepka Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window. #jira UE-48257 Change 3723505 by Matt.Kuhlenschmidt Fix duplicate actors being created for USD primitives that specify a custom actor class Change 3723555 by Matt.Kuhlenschmidt Fix crash loading the gameplayabilities module #jira UE-51693 Change 3723557 by Matt.Kuhlenschmidt Fixed tooltip on viewport dpi scaling option Change 3723870 by Lauren.Ridge Fixing incorrect reset to default visibility, adding clear behavior to fields Change 3723917 by Arciel.Rekman Linux: fix compilation with glibc 2.26+ (UE-51699). - Fixes compilation on Ubuntu 17.10 among others. (Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3723918 by Arciel.Rekman Linux: do not test for popcnt presence unnecessarily (UE-51677). (Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3724229 by Arciel.Rekman Fix FOutputDeviceStdOutput to use printf() on Unix platforms. Change 3724261 by Arciel.Rekman TestPAL: fix thread priority test (zero the counter). Change 3724978 by Arciel.Rekman Linux: fix priority calculation. - Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0. Change 3725382 by Matt.Kuhlenschmidt Guard against crashes and add more logging when actor creation fails. Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed #jira UE-47464 Change 3725559 by Matt.Kuhlenschmidt Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows. Moved some files around for better consistency Change 3725640 by Arciel.Rekman Fix Linux thread/process priorities. - Should also speed up SCW on Linux by deprioritizing them less. Change 3726101 by Matt.Kuhlenschmidt Fix logic bug in USD child "kind" type resolving Change 3726244 by Joe.Graf Added an option to generate a minimal set of targets for cmake files Added shader and config files to cmake file generation for searching within IDEs Change 3726506 by Arciel.Rekman Fix compile issue after DPI change. Change 3726549 by Matt.Kuhlenschmidt Remove unnecessary indirection to cached widgets in the hit test grid Change 3726660 by Arciel.Rekman Enable DPI switch on Linux. Change 3726763 by Arciel.Rekman Fix mismatching "noperspective" qualifier (UE-50807). - Pull request #4080 by TTimo. Change 3727080 by Michael.Trepka Added support for editor's EnableHighDPIAwareness setting on Mac Change 3727658 by Matt.Kuhlenschmidt Fix shutdown crash if level editor is still referenced after the object system has been gc'd #jira UE-51630 Change 3728270 by Matt.Kuhlenschmidt Remove propertyeditor dependency from editorstyle Change 3728291 by Arciel.Rekman Linux: fix for a crash on a headless system (UE-51714). - Preliminary change before merging to 4.18. Change 3728293 by Arciel.Rekman Linux: remove unneeded dependency on CEF. - Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs. Change 3728524 by Michael.Trepka Copy of CL 3725570 Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240) #jira UE-51709 Change 3728875 by Michael.Trepka Fixed compile error in Mac SlateOpenGLContext.cpp Change 3728880 by Matt.Kuhlenschmidt Guard against invalid worlds in thumbnail renderers Change 3728924 by Michael.Trepka Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call. #jira UE-51711 Change 3729288 by Joe.Graf Added the .idea/misc.xml file generation to speed up CLion indexing Change 3729935 by Michael.Dupuis #jira UE-51722: Hide from UI invalid enum values Change 3730234 by Matt.Kuhlenschmidt Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured. #jira UE-51801 Change 3730349 by Michael.Dupuis #jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item Change 3730438 by Lauren.Ridge Cleaning up material layering UI functions Change 3730723 by Jamie.Dale Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers #jira UE-51799 Change 3731008 by Lauren.Ridge Changing Layers and Blends from proxy assets to real assets Change 3731026 by Arciel.Rekman libelf: make elf_end() visible (UE-51843). - This repairs compilation for a case when CUDA is being used. - Also added some missing files for ARM 32-bit. Change 3731081 by Lauren.Ridge New material layer test assets Change 3731186 by Josh.Engebretson Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets #jira UE-50104 Change 3731188 by Mike.Erwin Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3731682 by Arciel.Rekman UnrealEd: Allow unattended commandlets to rename/save packages. Change 3732305 by Michael.Dupuis #jira UE-48434 : Only register if the foliage type still has a valid mesh Change 3732361 by Matt.Kuhlenschmidt Fix two settings objects being created in the transient package with the same name #jira UE-51891 Change 3732895 by Josh.Engebretson https://jira.it.epicgames.net/browse/UE-51706 If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC. Adds DDC notification events for check/put and query for whether a shared DDC is in use. #jira UE-51706 Change 3733025 by Arciel.Rekman UBT: make sure new clang versions are invoked. Change 3733311 by Mike.Erwin Fix Linux compile warning from CL 3731188 It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder. Change 3733658 by Josh.Engebretson Add a missing #undef LOCTEXT_NAMESPACE Change 3734003 by Arciel.Rekman Fix Windows attempting to use printf %ls and crashing at that (UE-51934). Change 3734039 by Michael.Trepka Fixed a couple of merge issues in Mac ApplicationCore Change 3734052 by Michael.Trepka One more Mac ApplicationCore fix Change 3734244 by Lauren.Ridge Fix for accessing Slate window on render thread Change 3734950 by Josh.Engebretson Fixing clang warning Change 3734978 by Jamie.Dale Relaxed enum property importing to allow valid numeric values to be imported too This was previously made more strict which caused a regression in Data Table importing #jira UE-51848 Change 3734999 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 Change 3735268 by Matt.Kuhlenschmidt Added support for canvas based DPI scaling. -Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI -The debug canvas for stats is always dpi scaled in editor and pie. -Eliminated text scaling workaround now that the entire canvas is properly scaled -Enabled canvas scaling in cascade UI Change 3735329 by Matt.Kuhlenschmidt Fix potential crash if an asset editor has an object deleted out from under it #jira UE-51941 Change 3735502 by Arciel.Rekman Fix compile issue (bShouldUpdateScreenPercentage). Change 3735878 by Jamie.Dale Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers. Change 3735881 by Jamie.Dale JsonValue no longer stringifies whole numbers as floats Change 3735884 by Jamie.Dale Only allow enums to import integral values Change 3735912 by Josh.Engebretson Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications #jira UE-48131 Change 3736280 by Matt.Kuhlenschmidt Fix 0 dpi scale for canvases #jira UE-51995 Change 3736298 by Matt.Kuhlenschmidt Force focus of game viewports in vr mode Change 3736374 by Jamie.Dale Fixed some places where input chords were being used without testing that they had a valid key set #jira UE-51799 Change 3738543 by Matt.Kuhlenschmidt Better fix for edit condition crashes #jira UE-51886 Change 3738603 by Lauren.Ridge Copy over of drag and drop non-array onto array fix Change 3739701 by Chris.Babcock Fix crashlytics merge error #jira UE-52064 #ue4 #android [CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
const bool bIsValidArgPin = ArgumentParams.ContainsByPredicate([&CheckPin](const FString& InPinName)
{
return InPinName.Equals(CheckPin->PinName.ToString(), ESearchCase::CaseSensitive);
});
if(!bIsValidArgPin)
{
CheckPin->MarkAsGarbage();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
It.RemoveCurrent();
}
}
}
GetGraph()->NotifyNodeChanged(this);
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
void UK2Node_FormatText::PinTypeChanged(UEdGraphPin* Pin)
{
// Potentially update an argument pin type
SynchronizeArgumentPinType(Pin);
Super::PinTypeChanged(Pin);
}
FText UK2Node_FormatText::GetTooltipText() const
{
return NodeTooltip;
}
UEdGraphPin* FindOutputStructPinChecked(UEdGraphNode* Node)
{
check(NULL != Node);
UEdGraphPin* OutputPin = NULL;
for (int32 PinIndex = 0; PinIndex < Node->Pins.Num(); ++PinIndex)
{
UEdGraphPin* Pin = Node->Pins[PinIndex];
if (Pin && (EGPD_Output == Pin->Direction))
{
OutputPin = Pin;
break;
}
}
check(NULL != OutputPin);
return OutputPin;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
void UK2Node_FormatText::PostReconstructNode()
{
Super::PostReconstructNode();
// We need to upgrade any non-connected argument pins with valid literal text data to use a "Make Literal Text" node as an input (argument pins used to be PC_Text and they're now PC_Wildcard)
if (!IsTemplate())
{
// Make sure we're not dealing with a menu node
UEdGraph* OuterGraph = GetGraph();
if (OuterGraph && OuterGraph->Schema)
{
int32 NumPinsFixedUp = 0;
const UEdGraphPin* FormatPin = GetFormatPin();
for (UEdGraphPin* CurrentPin : Pins)
{
if (CurrentPin != FormatPin && CurrentPin->Direction == EGPD_Input && CurrentPin->LinkedTo.Num() == 0 && !CurrentPin->DefaultTextValue.IsEmpty())
{
// Create a new "Make Literal Text" function and add it to the graph
const FVector2D SpawnLocation = FVector2D(NodePosX - 300, NodePosY + (60 * (NumPinsFixedUp + 1)));
UK2Node_CallFunction* MakeLiteralText = FEdGraphSchemaAction_K2NewNode::SpawnNode<UK2Node_CallFunction>(
GetGraph(),
SpawnLocation,
EK2NewNodeFlags::None,
[](UK2Node_CallFunction* NewInstance)
{
NewInstance->SetFromFunction(UKismetSystemLibrary::StaticClass()->FindFunctionByName(GET_MEMBER_NAME_CHECKED(UKismetSystemLibrary, MakeLiteralText)));
}
);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
// Set the new value and clear it on this pin to avoid it ever attempting this upgrade again (eg, if the "Make Literal Text" node was disconnected)
UEdGraphPin* LiteralValuePin = MakeLiteralText->FindPinChecked(TEXT("Value"));
LiteralValuePin->DefaultTextValue = CurrentPin->DefaultTextValue; // Note: Uses assignment rather than TrySetDefaultText to ensure we keep the existing localization identity
CurrentPin->DefaultTextValue = FText::GetEmpty();
// Connect the new node to the existing pin
UEdGraphPin* LiteralReturnValuePin = MakeLiteralText->FindPinChecked(UEdGraphSchema_K2::PN_ReturnValue);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
GetSchema()->TryCreateConnection(LiteralReturnValuePin, CurrentPin);
++NumPinsFixedUp;
}
// Potentially update an argument pin type
SynchronizeArgumentPinType(CurrentPin);
}
if (NumPinsFixedUp > 0)
{
GetGraph()->NotifyNodeChanged(this);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
}
}
}
void UK2Node_FormatText::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
/**
At the end of this, the UK2Node_FormatText will not be a part of the Blueprint, it merely handles connecting
the other nodes into the Blueprint.
*/
const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
// Create a "Make Array" node to compile the list of arguments into an array for the Format function being called
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3459469) #lockdown Nick.Penwarden #rb none #rnx ========================== MAJOR FEATURES + CHANGES ========================== Change 3377136 on 2017/04/03 by Dan.Oconnor Reenable compilation manager Change 3377365 on 2017/04/03 by Dan.Oconnor Back out changelist 3377136 Change 3378131 on 2017/04/04 by Dan.Oconnor Enable compilation manager again after 3377912, 3378081, and 3378094 Change 3379268 on 2017/04/04 by Dan.Oconnor Disable compilation manager Change 3383505 on 2017/04/06 by Dan.Oconnor Enabling compilation manager - no known issues. Change 3430210 on 2017/05/09 by Dan.Oconnor Disable compilation manager while I think about fixes for UE-44780/UE-44794 #rnx Change 3431439 on 2017/05/09 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3431542 on 2017/05/09 by Dan.Oconnor Fix crash when opening a blueprint with missing variables and using the compilation manager #jira UE-43843 Change 3432743 on 2017/05/10 by mason.seay Added attachment test to map Change 3432836 on 2017/05/10 by Lukasz.Furman fixed behavior tree decorator's deactivation when it's placed on parallel task #jira UE-44817 Change 3432837 on 2017/05/10 by Lukasz.Furman fixed missing deactivation notifies in behavior tree nodes after forced stop of execution (StopTree call) #ue4 Change 3433065 on 2017/05/10 by Marc.Audy Timeline properties should be blueprint visible as they get expanded out to Get Property nodes Change 3433135 on 2017/05/10 by Lukasz.Furman added missing nav area registration call #jira UE-44144 Change 3433195 on 2017/05/10 by Marc.Audy de-auto #rnx Change 3433275 on 2017/05/10 by Phillip.Kavan #jira UE-44765 - Fix a regression that introduced a potential EDL cycle on load for UDynamicClass dependencies in a nativized build. Change summary: - Added new helper methods to FGatherConvertedClassDependenciesHelperBase for populating converted class, struct and enum dependency sets. - Minor refactor to FFindAssetsToInclude to more generally allow me to recursively add outer class and struct references as additional "used asset" dependencies, based on whether or not the type might also be getting converted. In CL#3416419 I was always adding owner class CDOs as a dependency even if the owner class was being converted, and this introduced the potential for an EDL cycle. #rnx Change 3433681 on 2017/05/10 by Mike.Beach Adjusting the component tree search bar to be below the AddComponent buttons for level editor instance-editing mode (not enough room with the BP button). Change 3433687 on 2017/05/10 by Ben.Zeigler Remove delegate redirector type, I never implemented it and it's not useful, dynamic delegates fixup based on parameter type/count and not name in most cases Change 3434005 on 2017/05/10 by Ben.Zeigler #jira UE-44890 Don't reset local variables that are containers of user structs, delta serialization isn't used for user structs so just keep the same string as before. This is not a regression and looks to have always been broken Change 3434011 on 2017/05/10 by Marc.Audy Fix LocalVariable Properties to be flagged as CPF_BlueprintVisible Change 3434026 on 2017/05/10 by Ben.Zeigler Add automated test utility functions to clear standalone flag, needed to allow testing async loading in the editor Change 3435245 on 2017/05/11 by mason.seay Submitting test assets for input testing and interactive loading screens Change 3435491 on 2017/05/11 by Mike.Beach CIS SA fix (fallout from CL 3433681) - removing trinary operator that selects from two identical values. Change 3435962 on 2017/05/11 by Ben.Zeigler Change it so PrimaryAssetLabels are editor only by default. This allows them to cook content without the label itself being cooked Change 3436322 on 2017/05/11 by Dan.Oconnor Fix for calling CopyTermDefaultsToDefaultObject at the wrong time when using the compilation manager, needs to be postponed until other defaults are copied #jira UE-44780, UE-44794 Change 3437205 on 2017/05/12 by Ben.Zeigler Change Persistent Ubergraph Frame references to be correctly weak. With the old method if an asset had subobjects those internal references would cause it to be strong. Now, it doesn't expose them to GC at all other than to register them for clearing if GC deletes those objects Change ObjectProperty to directly serialize object references when doing a reference collector, this is needed for above change so it will null the right value and not a stack local copy Remove NoStrongReference flag and SetShouldHandleAsWeakRef entirely, this makes the internal GC code simpler and faster Switch internals of GC to use FGCArrayStruct which has the serialize array as well as the weak references array Change 3437206 on 2017/05/12 by Ben.Zeigler Add Async loading functional test. This tests the LoadAsset and Convert nodes and ensures that the recent changes to ubergraph frame refs work properly Change 3437234 on 2017/05/12 by Ben.Zeigler Fix DirectoryPathStructCustomization to work properly with both LongPackageName and RelativeToGameContentDir set, before it was chopping off text and leaving nonsense Change 3437368 on 2017/05/12 by Dan.Oconnor Mirror 3434064, but with betterwhitespace. Prevents blueprint CDO subobjects from being stomped when using EDL Change 3439330 on 2017/05/15 by Ben.Zeigler First half of Blueprint API for AssetManager, this covers everything other than load/unload Rename GetPrimaryAssetIdFromData to ExtractPrimaryAssetIdFromData and make comments clearer that it works even if the asset isn't in the dictionary. Add GetPrimaryAssetIdForData to cover dictionary case Change it so modifying the asset manager settings within the editor will refresh the dictionary #jira UE-45016 Fix crash scanning empty paths Change 3439331 on 2017/05/15 by Ben.Zeigler AssetManager Functional tests. Set up EngineTest project to have some assets and an ini configuration Change 3439644 on 2017/05/15 by Dan.Oconnor Fix BlueprintCompilationManager running OnLevelScriptBlueprintChanged before CDO defaults were up to date #jira UE-44972 #rnx Change 3439992 on 2017/05/15 by Dan.Oconnor Add missing OptionallyRefreshNodes, which is a hot reload hack #jira UE-44970 #rnx Change 3440223 on 2017/05/15 by Ben.Zeigler Move StreamableManager GC callback to pre GC to avoid requring 2 GCs to delete unreferenced assets Change 3440406 on 2017/05/15 by Ben.Zeigler Fix bug with combined StreamableManager handles where the complete callback wouldn't correctly execute. This can happen when using the asset manager to load more than one asset at a time Change 3440879 on 2017/05/16 by Marc.Audy Fix casing on #include to fix Linux CIS error #rnx Change 3441137 on 2017/05/16 by Ben.Zeigler Fix it so ImportText/ExportText on an AssetObjectProperty correctly calls the StringAssetReferenceVersions, and fix a parse issue when importing class'/path' strings into the struct version Change 3441364 on 2017/05/16 by Ben.Zeigler #jira UE-45080 Fix Linux CIS issue Change 3441444 on 2017/05/16 by Dan.Oconnor Run RefreshExternalBlueprintDependencyNodes at a more appropriate time when using the compilation manager, link skeleton functions when using the compilation manager so that PropertyFlags match GeneratedClass #jira UE-45029, UE-45037 #rnx Change 3441445 on 2017/05/16 by Dan.Oconnor Remove unused declaration #rnx Change 3441492 on 2017/05/16 by Ben.Zeigler Rest of Asset Manager BP API Added multiple async actions for loading and changing bundle states, and querying bundle states Change it so the LoadAsset node has a then node to match the new async actions, and rename to Async Load Asset Add HideThen metadata option to async actions and fix crash when renaming bound function Change 3441493 on 2017/05/16 by Ben.Zeigler Update AssetManager and AsyncLoading tests Change 3441494 on 2017/05/16 by Ben.Zeigler Update the archive's serialized property when serializing array, set, and map to point to the inner property. Fix a few call sites to look at parent property as needed. This is needed for the new BPGC weak reference feature, but might also fix some crashes with HotReload where it was expecting the inner property and casting to ObjectProperty. Change 3441600 on 2017/05/16 by Michael.Noland Blueprints: Fixed some indentation issues in code #rnx Change 3441601 on 2017/05/16 by Michael.Noland Blueprints: Changed DLL exporting on UK2Node_Tunnel and UK2Node_Composite to allow them to be used in plugins more readily Change 3441602 on 2017/05/16 by Michael.Noland Graph Editing: Changed FGraphEditorDragDropAction to work directly with a UEdGraphNode rather than a SGraphNode Graph Editing: Allowed FGraphSchemaActionDragDropAction to be dropped onto pins in addition to the graph background, which will behave as if you dragged off the pin and picked the same action Change 3441607 on 2017/05/16 by Michael.Noland Blueprints: Allow functions from My Blueprints to be dropped onto pins in addition to the graph background, which performs the same action as if they had been picked from the menu after dragging off of that pin Change 3441608 on 2017/05/16 by Michael.Noland Blueprints: Allow non-readonly variables from the My Blueprints panel to be dropped onto exec pins, which creates a variable set node for them Change 3441613 on 2017/05/16 by Michael.Noland Epic Friday: Snap node prototype (more compact way of organizing straight line Blueprint code via drag-dropping) - Super early prototype, plugin is not enabled by default and is currently in NotForLicensees Change 3441802 on 2017/05/16 by Michael.Noland Blueprints: Adding some includes that are missing according to CIS #rnx Change 3441921 on 2017/05/16 by Dan.Oconnor Avoid skipping full compile when not loading a DOB from disk - when a blueprint became data only we were not running the full compile #jira UE-45048 #rnx Change 3442903 on 2017/05/17 by Marc.Audy Refactor header parser verification of rep notify functions in preparation for other forms of function verification. Fixed ability to specify incompatible properties as the parameter to the OnRep function as long as the base property type was the same (i.e. UObjectProperty, UArrayProperty, etc.) Fixed errors generated by verification not being associated with the correct code line. Verification errors are now "warnings" and will all be reported rather than a single one being fatal. Change 3442908 on 2017/05/17 by Marc.Audy Remove some autos #rnx Change 3443802 on 2017/05/17 by Ben.Zeigler #jira UE-35683 Add ability for resolve AssetId node to go from hard object to assetptr Add IsValid and == for Asset/ClassId Change 3444075 on 2017/05/17 by Ben.Zeigler #jira UE-45121 Remove references to deleted cards, this field was not in use but is now warning due to better validation Change 3444178 on 2017/05/17 by Dan.Oconnor Fix for CPFUO dropping default values of CDO subobjects if the blueprint's parent's CDO was being regenerated at the same time #jira UE-45050 Change 3444927 on 2017/05/17 by Dan.Oconnor Improve fix for UE-45050, honor Params.bDoDelta #rnx Change 3447280 on 2017/05/18 by Marc.Audy Properties can now be exposed to blueprints in such a way that a getter or setter accessor will be used rather than a direct read/write of the variable Change 3447320 on 2017/05/18 by Marc.Audy Some minor schema cleanups #rnx Change 3447537 on 2017/05/18 by Dan.Oconnor Make sure CDO is included in ArchetypeRerencers when a subobject of said CDO is reinstanced #jira UE-37023 Change 3448754 on 2017/05/19 by Marc.Audy Fix hot reload crashing in EngineTest #rnx Change 3448792 on 2017/05/19 by Marc.Audy Functional test for BP Accessors #rnx Change 3448806 on 2017/05/19 by Marc.Audy Fix static analysis warning #rnx Change 3449091 on 2017/05/19 by Marc.Audy Allow Find References to be selected from the components panel #jira UE-45101 Change 3449361 on 2017/05/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3449079 #rnx Change 3449644 on 2017/05/19 by Marc.Audy Fix Anim SubInstance generated properties not being Blueprint Visible Change 3450003 on 2017/05/19 by Dan.Oconnor We need to do a bytecode only compile of dependent blueprints when an individual blueprint is compile because we cannot safely skip functions that are removed or change layout #jira UE-45196 #rnx Change 3452022 on 2017/05/22 by Marc.Audy Fix BlueprintVisibility issues in orion UI #rnx Change 3452133 on 2017/05/22 by Ben.Zeigler #jira UE-45240 Fix it so invalid primary asset types are not parsed, this happens while halfway through editing in the UI Stop asset manager from generating 600 notifications, this causes multiple second stalls in the editor Change 3452697 on 2017/05/22 by Marc.Audy Use BlueprintGetter/Setter metadata instead of BlueprintInternalUseOnly for preventing accessors from appearing in menus Prevent BlueprintNativeEvents from being used as property accessors Disable functional test for blueprint native events Change 3452780 on 2017/05/22 by Ben.Zeigler Switch it so the LongPackageName and ContentDir metadata on a FDirectoryPath do the same thing and give you the in-editor path picker. These two metadata flags were implemented in parallel on two separate branches Change 3452790 on 2017/05/22 by Ben.Zeigler Fix issue when calling TryConvertFilenameToLongPackageName with a root directory name, and add comment mentioning that it works for directories, it's used this way throughout the editor and we couldn't come up with a better name for the function Deprecated FPackageName::ConvertRootPathToContentPath and PackageFromPath as they were confusingly named and not used much. Also cleaned up header in general Change 3454629 on 2017/05/23 by Marc.Audy Deal with fall out from initial approach to disabling the native event getter/setter functional tests #jira UE-45321 #jira UE-45322 Change 3454661 on 2017/05/23 by Marc.Audy Mark Actor.RootComponent as having a getter instead of GetRootComponent being an explicitly exposed blueprint callable function Change 3454662 on 2017/05/23 by Marc.Audy Fix blueprint visibility of anim notify properties Change 3454663 on 2017/05/23 by Marc.Audy Fix fortnite blueprint exposure issues Change 3454695 on 2017/05/23 by Lukasz.Furman fixed bug with behavior tree decorator duplication: properties are no longer reset to defaults #3591 Change 3454789 on 2017/05/23 by Ben.Zeigler Add ProposedPlacement parameter to TryCalculatePopupWindowPosition that if non zero will allow the less common anchor styles like MenuPlacement_ComboBoxRight to work properly for popups spawned in a new window Make the variable type menu be ComboBoxRight so it gives more space for longer sub type descriptions coming in a different change Change 3454816 on 2017/05/23 by Ben.Zeigler Change blueprint type of AssetID to SoftObjectReference and AssetClassId to SoftClassReference. These will also change in native for 4.18 Fix display issues with complicated variable types, for some reason it was using the non-localized name Change 3454967 on 2017/05/23 by Lukasz.Furman fixed ANavigationData.bForceRebuildOnLoad being ignored by navigation system #jira UE-44231 Change 3454982 on 2017/05/23 by Ben.Zeigler #jira UE-45298 Refresh primary asset ID selector when menu is reopened Change 3455714 on 2017/05/23 by Marc.Audy Prevent attachment from being setup to attach to itself or in a cyclic fashion. #jira UE-45244 Change 3455871 on 2017/05/23 by Marc.Audy Rename UEdGraph::CreateBlankNode to CreateIntermediateNode Added bIsIntermediate flag to UEdGraphNode which is set via CreateIntermediateNode No longer set timeline variables as blueprint visible #jira UE-45204 Change 3455930 on 2017/05/23 by Ben.Zeigler #jira UE-45349 Resave TM-Gameplay map. The map got fixed while UE-44972 was still open, which lead to the level script variables being corrupted. Manually compiling fixed the issue and the core bug is now fixed. Any other maps saved directly on Framework might show the same issue Change 3456507 on 2017/05/24 by Marc.Audy Fix game builds #rnx Change 3457323 on 2017/05/24 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3459068 on 2017/05/25 by mason.seay Adding gamepad mapping for sprinting Change 3459466 on 2017/05/25 by Dan.Oconnor Fix for stale UClass ptrs in ReinstanceBatch when using compilation manager #jira UE-45386 Change 3459469 on 2017/05/25 by Dan.Oconnor Fix issue exposed by compilation manager - this function can't assign struct default values (e.g. LinearColor) #jira UE-45389 [CL 3459511 by Marc Audy in Main branch]
2017-05-25 13:42:12 -04:00
UK2Node_MakeArray* MakeArrayNode = CompilerContext.SpawnIntermediateNode<UK2Node_MakeArray>(this, SourceGraph);
MakeArrayNode->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(MakeArrayNode, this);
UEdGraphPin* ArrayOut = MakeArrayNode->GetOutputPin();
// This is the node that does all the Format work.
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
UK2Node_CallFunction* CallFormatFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
CallFormatFunction->SetFromFunction(UKismetTextLibrary::StaticClass()->FindFunctionByName(GET_MEMBER_NAME_CHECKED(UKismetTextLibrary, Format)));
CallFormatFunction->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(CallFormatFunction, this);
// Connect the output of the "Make Array" pin to the function's "InArgs" pin
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
ArrayOut->MakeLinkTo(CallFormatFunction->FindPinChecked(TEXT("InArgs")));
// This will set the "Make Array" node's type, only works if one pin is connected.
MakeArrayNode->PinConnectionListChanged(ArrayOut);
// For each argument, we will need to add in a "Make Struct" node.
for(int32 ArgIdx = 0; ArgIdx < PinNames.Num(); ++ArgIdx)
{
UEdGraphPin* ArgumentPin = FindArgumentPin(PinNames[ArgIdx]);
static UScriptStruct* FormatArgumentDataStruct = FindObjectChecked<UScriptStruct>(FindObjectChecked<UPackage>(nullptr, TEXT("/Script/Engine")), TEXT("FormatArgumentData"));
// Spawn a "Make Struct" node to create the struct needed for formatting the text.
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
UK2Node_MakeStruct* MakeFormatArgumentDataStruct = CompilerContext.SpawnIntermediateNode<UK2Node_MakeStruct>(this, SourceGraph);
MakeFormatArgumentDataStruct->StructType = FormatArgumentDataStruct;
MakeFormatArgumentDataStruct->AllocateDefaultPins();
MakeFormatArgumentDataStruct->bMadeAfterOverridePinRemoval = true;
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(MakeFormatArgumentDataStruct, this);
// Set the struct's "ArgumentName" pin literal to be the argument pin's name.
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentName)), ArgumentPin->PinName.ToString());
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
UEdGraphPin* ArgumentTypePin = MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValueType));
// Move the connection of the argument pin to the correct argument value pin, and also set the correct argument type based on the pin that was hooked up.
if (ArgumentPin->LinkedTo.Num() > 0)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
const FName& ArgumentPinCategory = ArgumentPin->PinType.PinCategory;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
// Adds an implicit conversion node to this argument based on its function and pin name
auto AddConversionNode = [&](const FName FuncName, const TCHAR* PinName)
{
// Set the default value if there was something passed in, or default to "Text"
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Text"));
// Spawn conversion node based on the given function name
UK2Node_CallFunction* ToTextFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
ToTextFunction->SetFromFunction(UKismetTextLibrary::StaticClass()->FindFunctionByName(FuncName));
ToTextFunction->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(ToTextFunction, this);
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *ToTextFunction->FindPinChecked(PinName));
ToTextFunction->FindPinChecked(UEdGraphSchema_K2::PN_ReturnValue)->MakeLinkTo(MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValue)));
};
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Int)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
{
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Int"));
// Need a manual cast from int -> int64
UK2Node_CallFunction* CallFloatToDoubleFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
CallFloatToDoubleFunction->SetFromFunction(UKismetMathLibrary::StaticClass()->FindFunctionByName(GET_MEMBER_NAME_CHECKED(UKismetMathLibrary, Conv_IntToInt64)));
CallFloatToDoubleFunction->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(CallFloatToDoubleFunction, this);
// Move the byte output pin to the input pin of the conversion node
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *CallFloatToDoubleFunction->FindPinChecked(TEXT("InInt")));
// Connect the int output pin to the argument value
CallFloatToDoubleFunction->FindPinChecked(UEdGraphSchema_K2::PN_ReturnValue)->MakeLinkTo(MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValueInt)));
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
}
Merging //UE5/Dev-LargeWorldCoordinates [at] 18802167 to //UE5/Release-5.0 Blueprint real number support. This change deprecates the use the of "float" and "double" types in Blueprints in favor of a new "real". By default, "real" is back by a double precision floating point number. However, it can be single precision if the number is a native float property or function parameter. This distinction won't be visible to the Blueprint user: in both instances, they'll be represented by "real" pin types. During deserialization, we'll automatically convert Blueprint pin types to use real/doubles, unless they're used to represent native code (including delegate signatures). One consequence of this change is that we need to perform implicit casts between single and double precision real numbers. During Blueprint compilation, the compiler will detect points in the graph for when either a widening or narrowing conversion needs to occur. Subsequently, the script bytecode will contain a new cast instruction that performs the conversion. This also works on container types, but each entry in the container will have to be converted. This can introduce unwanted overhead for large containers that are frequently passed between Blueprint and native code. The scope of this change affects Blueprints used by Gameplay, Animation, Control Rig, and UMG. #rb marc.audy (serialization changes) #jira UE-116484 #preflight 61f8bdd5a2514ba12ff7bdfc #ROBOMERGE-AUTHOR: dave.jones2 #ROBOMERGE-SOURCE: CL 18809077 in //UE5/Release-5.0/... via CL 18809455 via CL 18822548 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545) [CL 18823569 by dave jones2 in ue5-main branch]
2022-02-02 05:50:50 -05:00
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Real)
{
if (ArgumentPin->PinType.PinSubCategory == UEdGraphSchema_K2::PC_Float)
{
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Float"));
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValueFloat)));
}
else if (ArgumentPin->PinType.PinSubCategory == UEdGraphSchema_K2::PC_Double)
{
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Double"));
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValueDouble)));
}
else
{
check(false);
}
}
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Int64)
{
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Int64"));
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValueInt)));
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Text)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
{
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Text"));
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValue)));
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Byte && !ArgumentPin->PinType.PinSubCategoryObject.IsValid())
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
{
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Int"));
// Need a manual cast from byte -> int
UK2Node_CallFunction* CallByteToIntFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
CallByteToIntFunction->SetFromFunction(UKismetMathLibrary::StaticClass()->FindFunctionByName(GET_MEMBER_NAME_CHECKED(UKismetMathLibrary, Conv_ByteToInt64)));
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
CallByteToIntFunction->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(CallByteToIntFunction, this);
// Move the byte output pin to the input pin of the conversion node
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *CallByteToIntFunction->FindPinChecked(TEXT("InByte")));
// Connect the int output pin to the argument value
CallByteToIntFunction->FindPinChecked(UEdGraphSchema_K2::PN_ReturnValue)->MakeLinkTo(MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValueInt)));
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Byte || ArgumentPinCategory == UEdGraphSchema_K2::PC_Enum)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
{
static UEnum* TextGenderEnum = FindObjectChecked<UEnum>(nullptr, TEXT("/Script/Engine.ETextGender"), /*ExactClass*/true);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
if (ArgumentPin->PinType.PinSubCategoryObject == TextGenderEnum)
{
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Gender"));
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValueGender)));
}
}
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Boolean)
{
AddConversionNode(GET_MEMBER_NAME_CHECKED(UKismetTextLibrary, Conv_BoolToText), TEXT("InBool"));
}
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Name)
{
AddConversionNode(GET_MEMBER_NAME_CHECKED(UKismetTextLibrary, Conv_NameToText), TEXT("InName"));
}
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_String)
{
AddConversionNode(GET_MEMBER_NAME_CHECKED(UKismetTextLibrary, Conv_StringToText), TEXT("InString"));
}
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Object)
{
AddConversionNode(GET_MEMBER_NAME_CHECKED(UKismetTextLibrary, Conv_ObjectToText), TEXT("InObj"));
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
else
{
// Unexpected pin type!
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
CompilerContext.MessageLog.Error(*FText::Format(LOCTEXT("Error_UnexpectedPinType", "Pin '{0}' has an unexpected type: {1}"), FText::FromName(PinNames[ArgIdx]), FText::FromName(ArgumentPinCategory)).ToString());
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
}
}
else
{
// No connected pin - just default to an empty text
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Text"));
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultText(*MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValue)), FText::GetEmpty());
}
// The "Make Array" node already has one pin available, so don't create one for ArgIdx == 0
if(ArgIdx > 0)
{
MakeArrayNode->AddInputPin();
}
// Find the input pin on the "Make Array" node by index.
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
const FString PinName = FString::Printf(TEXT("[%d]"), ArgIdx);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
UEdGraphPin* InputPin = MakeArrayNode->FindPinChecked(PinName);
// Find the output for the pin's "Make Struct" node and link it to the corresponding pin on the "Make Array" node.
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
FindOutputStructPinChecked(MakeFormatArgumentDataStruct)->MakeLinkTo(InputPin);
}
// Move connection of FormatText's "Result" pin to the call function's return value pin.
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
CompilerContext.MovePinLinksToIntermediate(*FindPinChecked(TEXT("Result")), *CallFormatFunction->GetReturnValuePin());
// Move connection of FormatText's "Format" pin to the call function's "InPattern" pin
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
CompilerContext.MovePinLinksToIntermediate(*GetFormatPin(), *CallFormatFunction->FindPinChecked(TEXT("InPattern")));
BreakAllNodeLinks();
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
UEdGraphPin* UK2Node_FormatText::FindArgumentPin(const FName InPinName) const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change 3400313 on 2017/04/19 by Mike.Beach Mirroring CL 3398673 from 4.16 Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations). #jira UE-44124 Change 3400328 on 2017/04/19 by Mike.Beach Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16) #jira UE-44124 Change 3400415 on 2017/04/19 by Chad.Garyet adding physx switch build to framework Change 3400514 on 2017/04/19 by Mike.Beach Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back. Change 3400552 on 2017/04/19 by Marc.Audy Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over. #jira UE-44150 Change 3400815 on 2017/04/19 by Marc.Audy Spelling fix (part of PR #3490) #rnx Change 3400918 on 2017/04/19 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings in the exposure of the bindings to blueprint #jira UE-44122 Change 3401550 on 2017/04/20 by Marc.Audy fix kitedemo blueprint type markup #rnx Change 3401702 on 2017/04/20 by Mike.Beach Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.). Change 3401720 on 2017/04/20 by Mike.Beach Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors. Change 3401725 on 2017/04/20 by Mike.Beach Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client). Change 3401800 on 2017/04/20 by Ben.Zeigler Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10 Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow Add RemoveCurrent and SetToEnd to ArrayIterator Change 3401849 on 2017/04/20 by Marc.Audy Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist) This portion brings bug fixes and improvements to InputKeySelector UMG widgets. #jira UE-44122 Change 3402088 on 2017/04/20 by Marc.Audy Focus the search box when expanding the map value type #jira UE-44211 Change 3402251 on 2017/04/20 by Ben.Zeigler Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out Change 3402335 on 2017/04/20 by Ben.Zeigler Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0 Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry Add AssetRegistry::GetAllocatedSize and add to MemReport output Change 3402457 on 2017/04/20 by Ben.Zeigler Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test Change 3402498 on 2017/04/20 by Ben.Zeigler CIS fix. Why did this compile locally? Change 3402537 on 2017/04/20 by Ben.Zeigler Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases Change 3402600 on 2017/04/20 by Ben.Zeigler Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats Add Primary Name to asset audit window by default Change 3403556 on 2017/04/21 by Marc.Audy Fix Orion input key selector override class #rnx Change 3404090 on 2017/04/21 by mason.seay Applying Forcefeedback to test map Change 3404093 on 2017/04/21 by mason.seay Changing text in level Change 3404139 on 2017/04/21 by mason.seay Added Force Feedback test and made some tweaks. Change 3404146 on 2017/04/21 by mason.seay Added source reference to Instanced Variable test Change 3404154 on 2017/04/21 by mason.seay More minor tweaks Change 3404155 on 2017/04/21 by Marc.Audy Remove auto #rnx Change 3404188 on 2017/04/21 by Marc.Audy Fixed crash changing variable type when any type other than map #jira UE-44249 #rnx Change 3404463 on 2017/04/21 by Ben.Zeigler Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened Change 3404465 on 2017/04/21 by Ben.Zeigler Fix issue with trying to load editor-only asset classes in a cooked build Fix issues with renaming or changing template Ids of assets from the editor Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once Change 3404481 on 2017/04/21 by Dan.Oconnor Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children Change 3404510 on 2017/04/21 by Phillip.Kavan #jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed. Change 3404590 on 2017/04/21 by Michael.Noland Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags) Change 3404593 on 2017/04/21 by Marc.Audy Fixed another crash to do with input pin secondary combo box #jira UE-44269 #rnx Change 3404600 on 2017/04/21 by Michael.Noland Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally #rnx Change 3404602 on 2017/04/21 by Michael.Noland Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim #rnx Change 3404608 on 2017/04/21 by Michael.Noland Core: Marked TNumericLimits as constexpr so they can be used in static asserts Change 3404659 on 2017/04/21 by Michael.Noland Engine: Adding includes back to two UDeveloperSettings subclasses Change 3405289 on 2017/04/24 by Marc.Audy Remove auto #rnx Change 3405446 on 2017/04/24 by Marc.Audy Fix Win32 unsigned compile issue Change 3405512 on 2017/04/24 by Mike.Beach Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server). Change 3406080 on 2017/04/24 by Ben.Zeigler Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this Change 3406381 on 2017/04/24 by Ben.Zeigler #jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over Change 3406438 on 2017/04/24 by Ben.Zeigler Fix deprecation warning Change 3406519 on 2017/04/24 by Phillip.Kavan #jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled. Change summary: - Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled. Change 3406565 on 2017/04/24 by Dan.Oconnor Make sure all interface functions are added to skeleton #jira UE-44152 Change 3407489 on 2017/04/25 by Ben.Zeigler #jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE Change 3407558 on 2017/04/25 by Ben.Zeigler Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered Fix issue with renaming a BP primary asset not finding the old name Change 3407701 on 2017/04/25 by Dan.Oconnor Remove unneeded null check, static analysis doen't like the inconsistency Change 3407995 on 2017/04/25 by Marc.Audy Fixed maps and sets not working correctly with split pin. #jira UE-43857 Change 3408124 on 2017/04/25 by Ben.Zeigler #jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions Change 3408134 on 2017/04/25 by Marc.Audy Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans. FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType. UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively Change 3408256 on 2017/04/25 by Michael.Noland Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety Change 3408282 on 2017/04/25 by Marc.Audy (4.16) Fix incorrect positioning of instance components after duplication #jira UE-44314 Change 3408404 on 2017/04/25 by Mike.Beach Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation). Change 3408445 on 2017/04/25 by Marc.Audy Fix up missed deprecation cases #rnx Change 3409354 on 2017/04/26 by Marc.Audy Fix Linux CIS failure #rnx Change 3409487 on 2017/04/26 by Marc.Audy When dragging assets in to the SCS create them as siblings, not nested #jira UE-43041 Change 3409776 on 2017/04/26 by Ben.Zeigler #jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well Change 3410168 on 2017/04/26 by Dan.Oconnor Avoid calling virtual functions in the middle of compile #jira UE-44243 Change 3410252 on 2017/04/26 by Lukasz.Furman adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes #ue4 Change 3410385 on 2017/04/26 by Marc.Audy ChildActorComponent SetClass no longer fails when setting at runtime. #jira UE-43356 Change 3410466 on 2017/04/26 by Michael.Noland Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class) #rnx Change 3410476 on 2017/04/26 by Michael.Noland Automation: Deleting some commented out methods #rnx Change 3411070 on 2017/04/27 by Marc.Audy Properly complete deprecation of old attachment API Change 3411338 on 2017/04/27 by mason.seay Map for Latent Action Tick Bug Change 3411637 on 2017/04/27 by Ben.Zeigler Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to Change 3412052 on 2017/04/27 by mason.seay Updated jump test map and pawn Change 3412231 on 2017/04/27 by Ben.Zeigler Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder Duplicate of CL #3411860 Change 3412233 on 2017/04/27 by Ben.Zeigler Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter Duplicate of CL #3411778 Change 3412235 on 2017/04/27 by Ben.Zeigler Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load Make RedirectCollector threadsafe to avoid issues with async loading asset references Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled Duplicate of CL #3412080 Change 3412352 on 2017/04/27 by Marc.Audy Refix lighting getting wrong position when getting component instance data Change 3412426 on 2017/04/27 by Marc.Audy Take first steps to making ComponentToWorld private and force use of accessor Make bWorldToComponentUpdated private Make ComponentToWorld and bWorldToComponentUpdated mutable Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly. Change 3412468 on 2017/04/27 by Marc.Audy Remove last remnants of deprecated (4.11) custom location system Change 3413398 on 2017/04/28 by Marc.Audy Fix up missed deprecated attachment API uses Change 3413403 on 2017/04/28 by Marc.Audy Fix Orion compile error #rnx Change 3413448 on 2017/04/28 by Marc.Audy Fix up kite demo component to world privataization warnings #rnx Change 3413792 on 2017/04/28 by Ben.Zeigler Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults #jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change #jira UE-21642 Fix struct pin default values to properly update when the struct is changed #jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes Change 3413839 on 2017/04/28 by samuel.proctor Added some Blueprint focused tests for TM-Gameplay Change 3414030 on 2017/04/28 by Ben.Zeigler Enable use of AssetPtr variables with Config, for native and blueprint This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch Change 3414229 on 2017/04/28 by Marc.Audy Fixup virtuals not calling their Super Remove some autos #rnx Change 3414451 on 2017/04/28 by Lukasz.Furman static analysis fix for gameplay debugger Change 3414482 on 2017/04/28 by Ben.Zeigler Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it Change 3414609 on 2017/04/28 by Ben.Zeigler #jira UE-18146 Refresh graph when disconnecting a resolve asset id node Change 3415852 on 2017/05/01 by Marc.Audy Remove unused code #rnx Change 3415856 on 2017/05/01 by Marc.Audy auto removal #rnx Change 3415858 on 2017/05/01 by Marc.Audy Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking #rnx Change 3415946 on 2017/05/01 by Marc.Audy Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451) #rnx Change 3415988 on 2017/05/01 by Lukasz.Furman renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings #jira UE-44544 Change 3416030 on 2017/05/01 by Ben.Zeigler Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references. Change 3416230 on 2017/05/01 by Marc.Audy Fix spelling error #rnx Change 3416419 on 2017/05/01 by Phillip.Kavan #jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time. Change summary: - Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time. - Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized). - Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset. Change 3416425 on 2017/05/01 by Phillip.Kavan #jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time. - Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set. - Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass. Notes: - Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now. Change 3416570 on 2017/05/01 by mason.seay Added UMG test to map. Tweaked force feedback test Change 3416580 on 2017/05/01 by mason.seay Resubmitting sub levels Change 3416597 on 2017/05/01 by Dan.Oconnor Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code Change 3416636 on 2017/05/01 by Phillip.Kavan #jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu. Change summary: - Switched FBlueprintActionInfo::ActionOwner to be a weak object reference. Change 3416960 on 2017/05/01 by Dan.Oconnor Use compilation manager when clicking the compile button, PIE'ing, etc Change 3417207 on 2017/05/01 by Ben.Zeigler Fix issue with None strings causing default value parsing failures Add SetPinDefaultValueAtConstruction needed by some other changes Change 3417519 on 2017/05/01 by Ben.Zeigler Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI. There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct. Change 3418659 on 2017/05/02 by Ben.Zeigler #jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults #jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin Change 3418700 on 2017/05/02 by Ben.Zeigler Actually fix None object paths for real this time. I did not test sufficiently before Change 3418811 on 2017/05/02 by Ben.Zeigler Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games Change 3419165 on 2017/05/02 by Dan.Oconnor Add misc. functionality from FKismetEditorUtilities::CompileBlueprint Change 3419202 on 2017/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825 #rnx Change 3419236 on 2017/05/02 by mason.seay Removed OnPressed event from Widget BP Change 3419314 on 2017/05/02 by Marc.Audy Fix bad auto-resolve #rnx Change 3419524 on 2017/05/02 by Marc.Audy PR #3528: Improved Input BP library node display names (Contributed by projectgheist) #jira UE-44587 #rn Improved Input BP library node display names Change 3419570 on 2017/05/02 by Zak.Middleton #ue4 - Fix typo in TFunctionRef comment/example. Change 3419709 on 2017/05/02 by Dan.Oconnor Fix missing category metadata on SkeletonGeneratedClass when using compilation manager Change 3419756 on 2017/05/02 by Dan.Oconnor Remove unintentional verbosity increase Change 3420875 on 2017/05/03 by Marc.Audy Make IsExecPin static Minor optimization to IsMetaPin #rnx Change 3420981 on 2017/05/03 by Marc.Audy Change tagging temporarily until other changes are done so that we don't have warnings in the meantime #rnx Change 3421367 on 2017/05/03 by Marc.Audy Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725. #rnx Change 3421685 on 2017/05/03 by Ben.Zeigler #jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9 Change 3421728 on 2017/05/03 by Phillip.Kavan Mirror CL 3408285 from //UE4/Release-4.16. #jira UE-44124 #rnx Change 3422370 on 2017/05/03 by Dan.Oconnor Mirror 3422359 Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame. This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server. #jira UE-44659 Change 3423192 on 2017/05/04 by Ben.Zeigler CIS Fix Change 3423305 on 2017/05/04 by Ben.Zeigler Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform Change 3423358 on 2017/05/04 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809 #rnx Change 3423766 on 2017/05/04 by Ben.Zeigler #jira UE-44680 Delete some corrupted redirectors that are no longer in use Change 3423804 on 2017/05/04 by Dan.Oconnor Honor SaveIntermediateCompilerResults when using compilation manager Change 3424010 on 2017/05/04 by Marc.Audy Validate that switch string cases are unique Change 3424011 on 2017/05/04 by Marc.Audy Re-fix switch node default pin not appearing as an exec output Remove unused boolean Change 3424071 on 2017/05/04 by Ben.Zeigler Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way Removed some hacky bits in Core that only existed to support FixupRedirects Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does Change 3424313 on 2017/05/04 by Dan.Oconnor Address missing property flags on SkeletonGeneratedClass when using compilation manager #jira UE-44705 Change 3424325 on 2017/05/04 by Phillip.Kavan #jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies. Change summary: - Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API. - Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API. - Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output. - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code). - Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only. - Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set. - Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work). - Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code. Change 3424359 on 2017/05/04 by Ben.Zeigler Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again. Port of CL #3424159 Change 3424367 on 2017/05/04 by Ben.Zeigler Fix some asset manager warnings to not go off in invalid cases Change 3425270 on 2017/05/05 by Marc.Audy Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty #rnx Change 3425696 on 2017/05/05 by Ben.Zeigler #jira UE-44672 Fix it so select node option pins get populated with default values properly #jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins #jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index Change 3425833 on 2017/05/05 by Ben.Zeigler #jira UE-31749 Fix it so Undo works properly when modifying a local variable #jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value Change 3425890 on 2017/05/05 by Marc.Audy Fix Copy/Paste of child actor components losing the template #jira UE-44566 Change 3425947 on 2017/05/05 by Ben.Zeigler This was meant to be part of last checkin Change 3425959 on 2017/05/05 by Ben.Zeigler #jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one Change 3425979 on 2017/05/05 by Dan.Oconnor PVS fix Change 3425985 on 2017/05/05 by Phillip.Kavan Fix an uninitialized variable. #rnx Change 3426043 on 2017/05/05 by Ben.Zeigler #jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard Change 3426174 on 2017/05/05 by Zak.Middleton #ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID. Change 3426621 on 2017/05/05 by Phillip.Kavan #jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class. Change summary: - Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it. #rnx Change 3426906 on 2017/05/05 by Ben.Zeigler #jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types Types that don't have a customization (most structs) will now show any more, they did not work before either #jira UE-21754 Hide function default values if pass by reference is set Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables Change 3426941 on 2017/05/05 by Dan.Oconnor Fix determinstic cooking of LoadAssetClass nodes in macros Change 3427021 on 2017/05/05 by Dan.Oconnor Build fix, make initialization order in source match artifact #rnx Change 3427135 on 2017/05/05 by Phillip.Kavan #jira UE-44702 - Restore code-based interface classes to Blueprint editor UI. Change summary: - Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes. - Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration. #rnx Change 3427144 on 2017/05/06 by Marc.Audy Fix init order #rnx Change 3427146 on 2017/05/06 by Marc.Audy remove stray semicolon #rnx Change 3427242 on 2017/05/06 by Phillip.Kavan #jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time. Change summary: - Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail. #rnx Change 3427720 on 2017/05/08 by Dan.Oconnor Backing out 3419202 #rnx Change 3427725 on 2017/05/08 by Dan.Oconnor SA fix #rnx Change 3427734 on 2017/05/08 by Dan.Oconnor More exhaustive GEditor null checks, to appease SA #rnx Change 3427882 on 2017/05/08 by Marc.Audy Properly order all booleans in intialization #rnx Change 3428049 on 2017/05/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804 #rnx Change 3428523 on 2017/05/08 by Ben.Zeigler #jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away Change 3428563 on 2017/05/08 by Ben.Zeigler #jira UE-44783 If setting a hard reference pin type from a string, load the referenced object. Change 3428595 on 2017/05/08 by Dan.Oconnor Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint) #jira UE-44777 Change 3428599 on 2017/05/08 by Ben.Zeigler #jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag Change 3428609 on 2017/05/08 by Dan.Oconnor Improved fix for UE-44777 #jira UE-44777 #rnx Change 3429176 on 2017/05/08 by Phillip.Kavan #jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files. - Mirrored from //UE4/Release-4.16 (CL# 3429030). #rnx Change 3429198 on 2017/05/08 by Phillip.Kavan CIS fix. #rnx Change 3429583 on 2017/05/08 by Ben.Zeigler Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path. Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background Change 3429640 on 2017/05/08 by Marc.Audy Fix issues with select nodes in macros connected to wildcard pins. #jira UE-44799 #rnx Change 3429890 on 2017/05/08 by Ben.Zeigler Fix function/macro defaults to properly propagate when changed using the new edit UI Refactor some code out of the details customization into the k2 schema Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler Change 3429947 on 2017/05/08 by Michael.Noland Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418 There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed #jira UE-44418 #reimplementing 3411681 from Release 4.16 Change 3429987 on 2017/05/08 by Ben.Zeigler #jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext At load time clear invalid default value for local variables Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject Change 3430392 on 2017/05/09 by Marc.Audy Fix SA CIS error #rnx Change 3430747 on 2017/05/09 by Ben.Zeigler #jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed Change 3431027 on 2017/05/09 by Marc.Audy Fix BPRW mark up causing Ocean warnings #rnx Change 3431353 on 2017/05/09 by Marc.Audy Fix UHT error due to exposing FJsonObjectWrapper to blueprints #rnx [CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
const UEdGraphPin* FormatPin = GetFormatPin();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
for (UEdGraphPin* Pin : Pins)
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3358367 by tim.gautier Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters Change 3624848 by Jamie.Dale Added a composite font for the editor (and Slate core) This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor. This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font. This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support. Change 3654993 by Jamie.Dale 'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer Breaking changes: - Native has been renamed to FNativeFuncPtr. - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair). - Use P_THIS if you were previously using the 'this' pointer in your native function. Change 3699591 by Jamie.Dale Added support for displaying and editing numbers in a culture correct way Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game). #jira UE-4028 Change 3719568 by Jamie.Dale Allow platforms to override the default ICU timezone calculation Change 3622366 by Bradut.Palas #jira UE-46677 Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode. Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions. Change 3622378 by Bradut.Palas #jira UE-46590 we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width. The bug is that the size of the last element is incorrectly reported, after we drag back and forth. Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value. Change 3622552 by Jamie.Dale Added support for per-culture sub-fonts within a composite font This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this). Change 3623170 by Jamie.Dale Fixing warning Change 3624846 by Jamie.Dale Composite font cache optimizations - Converted a typically small sized map to a sorted array + binary search. - Converted the already sorted range array to use binary search. - Contiguous ranges using the same typeface are now merged in the cache. Change 3625576 by Cody.Albert We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified. #jira UE-47971 Change 3626057 by Matt.Kuhlenschmidt Expose EUmgSequencePlayMode to blueprints #jira UE-49255 Change 3626556 by Matt.Kuhlenschmidt Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning. #jira UE-48922, UE-48957 Change 3627692 by Matt.Kuhlenschmidt PR #3977: Source control submenu menu customization (Contributed by Kryofenix) Change 3628600 by Arciel.Rekman Added AutoCheckout to FAssetRenameManager for commandlet usage. Change 3630561 by Richard.Hinckley Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter. Change 3630656 by Richard.Hinckley Compile fix. Change 3630964 by Arciel.Rekman Fix CrashReporterClient headless build. Change 3631050 by Matt.Kuhlenschmidt Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp Causes major problems with resizing splitters in editor Change 3631140 by Arciel.Rekman OpenAL: update Linux version to 1.18.1 (UETOOL-1253) - Also remove a hack for RPATH and make it use a generic RPATH mechanism. - Bulk of the change from Cengiz.Terzibas #jira UETOOL-1253 Change 3632924 by Jamie.Dale Added support for a catch-all fallback font within composite fonts This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles. Change 3633055 by Jamie.Dale Fixed some refresh issues in the font editor Change 3633062 by Jamie.Dale Fixed localization commands being reported as unknown Change 3633906 by Nick.Darnell UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working. Change 3634070 by Arciel.Rekman Display actually used values of material overrides. Change 3634254 by Arciel.Rekman Fix ResavePackages working poorly with projects on other drives (UE-49465). #jira UE-49465 Change 3635985 by Matt.Kuhlenschmidt Fixed typo in function name used by maps PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist) Change 3636012 by Matt.Kuhlenschmidt PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist) Change 3636706 by Lauren.Ridge Epic Friday: Save parameters to child or sibling instance functionality Change 3638706 by Jamie.Dale Added an improved Japanese font to the editor This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters). #jira UE-33268 Change 3639438 by Arciel.Rekman Linux: Repaired ARM server build (UE-49635). - Made Steam* plugins compile. - Disabled OpenEXR as the libs aren't compiled (need to be done separately). (Edigrating CL 3639429 from Release-4.17 to Dev-Editor) Change 3640625 by Matt.Kuhlenschmidt PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist) Change 3640626 by Matt.Kuhlenschmidt PR #4011: Remove space from filename (Contributed by projectgheist) Change 3640697 by Matt.Kuhlenschmidt PR #4010: PNG alpha fix (Contributed by mmdanggg2) Change 3641137 by Jamie.Dale Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately. Change 3641351 by Jamie.Dale Fixing incorrect weights on the Japanese sub-font Change 3641356 by Jamie.Dale Fixing inconsistent font sizes between CoreStyle and EditorStyle Change 3641710 by Jamie.Dale Fixed pure-virtual function call on UMulticastDelegateProperty Change 3641941 by Lauren.Ridge Adding a Parameter Details tab to the Material Editor so users can change default parameter details Change 3644141 by Jamie.Dale Added an improved Korean font to the editor This is only used when displaying Korean text when the editor is set to Korean Change 3644213 by Arciel.Rekman Fix the side effects of a fix for UE-49465. - Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later. #jira UE-49465 Change 3644777 by Jamie.Dale Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished Change 3644879 by tim.gautier QAGame: Optimized assets for Procedural Foliage testing - Added camera bookmarks to Stations in QA-Foliage - Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape - Fixed up redirectors Change 3645109 by Matt.Kuhlenschmidt PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts) Change 3645114 by Matt.Kuhlenschmidt PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts) Change 3645116 by Matt.Kuhlenschmidt PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts) Change 3645118 by Matt.Kuhlenschmidt PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts) Change 3645876 by Arciel.Rekman Linux: fix submenus of context menu not working (UE-47639). - Change by icculus (Ryan Gordon). - QA-ClickHUD seems to be not affected by this change (it is already broken alas). #jira UE-47639 Change 3648088 by Jamie.Dale Fixed some case-sensitivity issues with FText format argument names/pins These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior. #jira UE-47122 Change 3648097 by Jamie.Dale Moved common macOS/iOS localization implementation into FApplePlatformMisc #jira UE-49940 Change 3650858 by Arciel.Rekman UBT: improve CodeLite project generator (UE-49400). - PR #3987 submitted by yaakuro (Cengiz Terzibas). #jira UE-49400 Change 3651231 by Arciel.Rekman Linux: default to SM5 for Vulkan. - Change by Timothee.Bessett. Change 3653627 by Matt.Kuhlenschmidt PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts) Change 3653628 by Matt.Kuhlenschmidt PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz) Change 3653984 by Jamie.Dale Fixed some redundant string construction Change 3658528 by Joe.Graf UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files Change 3658594 by Jamie.Dale Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues #jira UE-27263 Change 3659643 by Michael.Trepka Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior #jira UETOOL-1238 Change 3661908 by Matt.Kuhlenschmidt USD asset importing improvements Change 3664100 by Matt.Kuhlenschmidt Fix static analysis Change 3664107 by Matt.Kuhlenschmidt PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist) Change 3664125 by Matt.Kuhlenschmidt PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist) Change 3664340 by Jamie.Dale PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist) Change 3664403 by Jamie.Dale PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed) Change 3664539 by Jamie.Dale PR #3280: Added EditableText functionality (Contributed by projectgheist) Change 3665433 by Alexis.Matte When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target. #jira UE-50231 Change 3666747 by Cody.Albert Change 3669280 by Jamie.Dale PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist) Change 3669718 by Jamie.Dale PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist) Change 3670838 by Alexis.Matte Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button. #jira UE-50387 Change 3671559 by Matt.Kuhlenschmidt Update SimpleUI automation test ground truth #jira UE-50325 Change 3671587 by Alexis.Matte Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file. #jira UE-50147 Change 3671730 by Jamie.Dale Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances Change 3672104 by Michael.Dupuis #jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings Change 3674906 by Alexis.Matte Make sure the export LOD option is taken in consideration when exporting a level or the current level selection #jira UE-50248 Change 3674942 by Matt.Kuhlenschmidt Fix static analysis Change 3675401 by Alexis.Matte -fix export animation, do not truncate the last frame anymore -fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves. #jira UE-48231 Change 3675990 by Alexis.Matte Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx. This is to avoid driving random vertex with old morph target. #jira UE-50391 Change 3676169 by Alexis.Matte When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import. Change 3676396 by Alexis.Matte Make all LOD 0 name consistent in staticmesh editor #jira UE-49461 Change 3677730 by Cody.Albert Enable locking of Persistent Level in Levels tab #jira UE-50686 Change 3677838 by Jamie.Dale Replaced broken version of Roboto Light Change 3679619 by Alexis.Matte Integrate GitHub pr #4029 to fix import fbx chunk material assignation. #jira UE-50001 Change 3680093 by Alexis.Matte Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh. Change 3680931 by Arciel.Rekman SlateDialogs: show image icon for *.tga (UE-25106). - Also reworked the logic somewhat. #jira UE-25106 Change 3681966 by Yannick.Lange MaterialEditor post-process preview. #jira UE-45307 Change 3682407 by Lauren.Ridge Fixes for material editor compile errors Change 3682628 by Lauren.Ridge Content browser filters for Material Layers, Blends, and their instances Change 3682725 by Lauren.Ridge Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default Change 3682921 by Lauren.Ridge Fix for instance layers not initializing fully Change 3682954 by Lauren.Ridge Creating Material Layer Test Assets Change 3683582 by Alexis.Matte Fix static analysis build Change 3683614 by Matt.Kuhlenschmidt PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts) Change 3684130 by Lauren.Ridge Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3686289 by Arciel.Rekman Remove the pessimization (UE-23791). Change 3686455 by Lauren.Ridge Fixes for adding/removing a layer parameter from the parent not updating the child Change 3686829 by Jamie.Dale No longer include trailing whitespace in the justification calculation for soft-wrapped lines #jira UE-50266 Change 3686970 by Lauren.Ridge Making material parameter preview work for functions as well Change 3687077 by Jamie.Dale Fixed crash using FActorDetails with the struct details panel Change 3687152 by Jamie.Dale Fixed the row structure tag not appearing in the Content Browser for Data Table assets The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables. #jira UE-48691 Change 3687174 by Lauren.Ridge Fix for material layer sub-parameters showing up in the default material parameters panel Change 3688100 by Lauren.Ridge Fixing static analysis error Change 3688317 by Jamie.Dale Fixed crash using the widget reflector in a cooked game Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector. Change 3689054 by Jamie.Dale Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes #jira UE-45751 Change 3689513 by Jamie.Dale Fixed justification bug with RTL text caused by CL# 3686829 Also implemented the same alignment fix for visually left-aligned RTL text. #jira UE-50266 Change 3690231 by Lauren.Ridge Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor Change 3690234 by Lauren.Ridge Adding Material Layers Function Parameter to Static Parameter Compare Change 3690750 by Chris.Bunner Potential nullptr crash. Change 3690751 by Chris.Bunner Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter. Change 3691010 by Jamie.Dale Fixed some clipping issues that could occur with right-aligned text FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment) #jira UE-46760 Change 3691091 by Jamie.Dale Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type Change 3691134 by Alexis.Matte Make sure we instance also the collision mesh when exporting a level to fbx file. #jira UE-51066 Change 3691157 by Lauren.Ridge Fix for reset to default not refreshing sub-parameters Change 3691192 by Jamie.Dale Fixed Content Browser selection resetting when changing certain view settings #jira UE-49611 Change 3691204 by Alexis.Matte Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011. #jira UE-51023 Change 3692335 by Lauren.Ridge Setting displayed asset to equal filter asset if no instance has been selected Change 3692479 by Jamie.Dale Fixed whitespace Change 3692508 by Alexis.Matte Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu. We also prevent the export dialog to show #jira UE-50973 Change 3692639 by Jamie.Dale Translation Editor now shows stale translations as "Untranslated" Change 3692743 by Lauren.Ridge Smaller blend icons, added icon size override to FObjectEntryBox Change 3692830 by Alexis.Matte Fix linux build Change 3692894 by Lauren.Ridge Tooltip on "Parent" in material layers Change 3693141 by Jamie.Dale Removed dead code FastDecimalFormat made this redundant Change 3693580 by Jamie.Dale Added AlwaysSign number formatting option #jira UE-10310 Change 3693784 by Jamie.Dale Fixed assert extracting the number formatting rules for Arabic It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that. #jira UE-10310 Change 3694428 by Arciel.Rekman Linux: make directory watch request a warning so they don't block cooking. - See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html Change 3694458 by Matt.Kuhlenschmidt Made duplicate keybinding warning non-fatal Change 3694496 by Alexis.Matte fix static analysis build Change 3694515 by Jamie.Dale Added support for culture correct parsing of decimal numbers #jira UE-4028 Change 3694621 by Jamie.Dale Added a variant of FastDecimalFormat::StringToNumber that takes a string length This can be useful if you want to convert a number from within a non-null terminated string #jira UE-4028 Change 3694958 by Jamie.Dale Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail. #jira UE-4028 Change 3695083 by Alexis.Matte Optimisation of the morph target import - We now compute only the normal for the shape the tangent are not necessary - The async tasks are create when there is some available cpu thread to avoid filling the memory - When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets #jira UE-50945 Change 3695122 by Jamie.Dale GetCultureAgnosticFormattingRules no longer returns a copy Change 3695835 by Arciel.Rekman TestPAL: greatly expanded malloc test. Change 3695918 by Arciel.Rekman TestPAL: Added thread priority test. Change 3696589 by Arciel.Rekman TestPAL: tweak thread priorities test (better readability). Change 3697345 by Alexis.Matte Fix reorder of material when importing a LOD with new material #jira UE-51135 Change 3699590 by Jamie.Dale Updated SGraphPinNum to use a numeric editor #jira UE-4028 Change 3699698 by Matt.Kuhlenschmidt Fix crash opening the level viewport context menu if the actor-component selection is out of sync #jira UE-48444 Change 3700158 by Arciel.Rekman Enable packaging for Android Vulkan on Linux (UETOOL-1232). - Change by Cengiz Terzibas Change 3700224 by Arciel.Rekman TestPAL: fixed a memory leak. Change 3700775 by Cody.Albert Don't need to initialize EnvironmentCubeMap twice. Change 3700866 by Michael.Trepka PR #3223: Remove unnecessary reallocation. (Contributed by foollbar) #jira UE-41643 Change 3701132 by Michael.Trepka Copy of CL 3671538 Fixed issues with editor's game mode in high DPI on Mac. #jira UE-49947, UE-51063 Change 3701421 by Michael.Trepka Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression Change 3701495 by Alexis.Matte Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them. #jira UE-UE-51359 Change 3702982 by Jamie.Dale Cleaned up some localization setting names These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting. Change 3703517 by Arciel.Rekman TestPAL: improved thread test. - Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic). Change 3704378 by Michael.Trepka Disable Zoom button on Mac if project requests a resizeable window without it. #jira UE-51335 Change 3706316 by Jamie.Dale Fixed the asset search suggestions list closing if you clicked on its scrollbar #jira UE-28885 Change 3706855 by Alexis.Matte Support importing animation that has some keys with negative time #jira UE-51305 Change 3709634 by Matt.Kuhlenschmidt PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist) Change 3711085 by Michael.Trepka Reenabled UBT makefiles on Mac Change 3713049 by Josh.Engebretson The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect. #jira UE-51319 Change 3713144 by Lauren.Ridge Fixing automated test error #jira UE-50982 Change 3713395 by Alexis.Matte Fix auto import mountpoint #jira UE-51524 Change 3713881 by Michael.Trepka Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3714197 by Michael.Trepka Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields. #jira UE-47915 Change 3714911 by Joe.Graf Merge of cmake changes from Dev-Rendering Change 3715973 by Michael.Trepka Disable OS close button on Windows if project settings request that #jira UE-45522 Change 3716390 by Lauren.Ridge The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior. #jira UE-50916 Change 3716529 by Josh.Engebretson Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1 #jira UE-51341 Change 3716885 by Josh.Engebretson Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary. #jira UE-48572 Change 3716929 by Josh.Engebretson Unshelved from pending changelist '3364093': PR #3420: Exe's icons and properties (Contributed by projectgheist) Change 3716937 by Josh.Engebretson Unshelved from pending changelist '3647428': PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik) Change 3717002 by Josh.Engebretson Fix FileReference/string conversion Change 3717355 by Joe.Graf Fixed CMake file generation on Windows including Engine/Source/ThirdParty source Change 3718256 by Arciel.Rekman TestPAL: slight mod to the malloc test. - Touch the allocated memory to check actual resident usage. Change 3718290 by Arciel.Rekman BAFO: place descriptor after the allocation to save some VIRT memory. - We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor. Change 3718508 by Michael.Trepka Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer) #jira UE-46148 Change 3718855 by Lauren.Ridge Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options. Change 3718932 by Cody.Albert Update ActorSequence plugin loading phase to PreDefault #jira UE-51612 Change 3719378 by tim.gautier QAGame: Renamed multiTxt_Justification > UMG_TextJustification. Added additional Text Widgets for testing Change 3719413 by Lauren.Ridge Resubmit of content browser favorites Change 3719803 by Yannick.Lange VREditor: Fix crash with null GEditor #jira UE-50103 Change 3721127 by tim.gautier QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials - Added M_ParamDefaults and MF_ParamDefaults - Moved legacy MeshPaint materials into /Content/Materials/MeshPaint - Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions Change 3721255 by Alexis.Matte Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds. #jira UE-51363 Change 3721594 by Lauren.Ridge Material Blends now have plane mesh previews in their icons. Change 3722072 by tim.gautier QAGame: Updated MF_ParamDefaults - using red channel as roughness Updated M_ParamDefaults - tweaked Scalar values Change 3722180 by Michael.Trepka Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator. #jira UE-25941 Change 3722220 by Michael.Trepka Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly #jira UE-40246 Change 3722806 by Lauren.Ridge Fixing non-editor compiles Change 3722914 by Alexis.Matte Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import. #jira UE-51665 Change 3723446 by Michael.Trepka Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window. #jira UE-48257 Change 3723505 by Matt.Kuhlenschmidt Fix duplicate actors being created for USD primitives that specify a custom actor class Change 3723555 by Matt.Kuhlenschmidt Fix crash loading the gameplayabilities module #jira UE-51693 Change 3723557 by Matt.Kuhlenschmidt Fixed tooltip on viewport dpi scaling option Change 3723870 by Lauren.Ridge Fixing incorrect reset to default visibility, adding clear behavior to fields Change 3723917 by Arciel.Rekman Linux: fix compilation with glibc 2.26+ (UE-51699). - Fixes compilation on Ubuntu 17.10 among others. (Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3723918 by Arciel.Rekman Linux: do not test for popcnt presence unnecessarily (UE-51677). (Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3724229 by Arciel.Rekman Fix FOutputDeviceStdOutput to use printf() on Unix platforms. Change 3724261 by Arciel.Rekman TestPAL: fix thread priority test (zero the counter). Change 3724978 by Arciel.Rekman Linux: fix priority calculation. - Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0. Change 3725382 by Matt.Kuhlenschmidt Guard against crashes and add more logging when actor creation fails. Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed #jira UE-47464 Change 3725559 by Matt.Kuhlenschmidt Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows. Moved some files around for better consistency Change 3725640 by Arciel.Rekman Fix Linux thread/process priorities. - Should also speed up SCW on Linux by deprioritizing them less. Change 3726101 by Matt.Kuhlenschmidt Fix logic bug in USD child "kind" type resolving Change 3726244 by Joe.Graf Added an option to generate a minimal set of targets for cmake files Added shader and config files to cmake file generation for searching within IDEs Change 3726506 by Arciel.Rekman Fix compile issue after DPI change. Change 3726549 by Matt.Kuhlenschmidt Remove unnecessary indirection to cached widgets in the hit test grid Change 3726660 by Arciel.Rekman Enable DPI switch on Linux. Change 3726763 by Arciel.Rekman Fix mismatching "noperspective" qualifier (UE-50807). - Pull request #4080 by TTimo. Change 3727080 by Michael.Trepka Added support for editor's EnableHighDPIAwareness setting on Mac Change 3727658 by Matt.Kuhlenschmidt Fix shutdown crash if level editor is still referenced after the object system has been gc'd #jira UE-51630 Change 3728270 by Matt.Kuhlenschmidt Remove propertyeditor dependency from editorstyle Change 3728291 by Arciel.Rekman Linux: fix for a crash on a headless system (UE-51714). - Preliminary change before merging to 4.18. Change 3728293 by Arciel.Rekman Linux: remove unneeded dependency on CEF. - Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs. Change 3728524 by Michael.Trepka Copy of CL 3725570 Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240) #jira UE-51709 Change 3728875 by Michael.Trepka Fixed compile error in Mac SlateOpenGLContext.cpp Change 3728880 by Matt.Kuhlenschmidt Guard against invalid worlds in thumbnail renderers Change 3728924 by Michael.Trepka Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call. #jira UE-51711 Change 3729288 by Joe.Graf Added the .idea/misc.xml file generation to speed up CLion indexing Change 3729935 by Michael.Dupuis #jira UE-51722: Hide from UI invalid enum values Change 3730234 by Matt.Kuhlenschmidt Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured. #jira UE-51801 Change 3730349 by Michael.Dupuis #jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item Change 3730438 by Lauren.Ridge Cleaning up material layering UI functions Change 3730723 by Jamie.Dale Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers #jira UE-51799 Change 3731008 by Lauren.Ridge Changing Layers and Blends from proxy assets to real assets Change 3731026 by Arciel.Rekman libelf: make elf_end() visible (UE-51843). - This repairs compilation for a case when CUDA is being used. - Also added some missing files for ARM 32-bit. Change 3731081 by Lauren.Ridge New material layer test assets Change 3731186 by Josh.Engebretson Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets #jira UE-50104 Change 3731188 by Mike.Erwin Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3731682 by Arciel.Rekman UnrealEd: Allow unattended commandlets to rename/save packages. Change 3732305 by Michael.Dupuis #jira UE-48434 : Only register if the foliage type still has a valid mesh Change 3732361 by Matt.Kuhlenschmidt Fix two settings objects being created in the transient package with the same name #jira UE-51891 Change 3732895 by Josh.Engebretson https://jira.it.epicgames.net/browse/UE-51706 If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC. Adds DDC notification events for check/put and query for whether a shared DDC is in use. #jira UE-51706 Change 3733025 by Arciel.Rekman UBT: make sure new clang versions are invoked. Change 3733311 by Mike.Erwin Fix Linux compile warning from CL 3731188 It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder. Change 3733658 by Josh.Engebretson Add a missing #undef LOCTEXT_NAMESPACE Change 3734003 by Arciel.Rekman Fix Windows attempting to use printf %ls and crashing at that (UE-51934). Change 3734039 by Michael.Trepka Fixed a couple of merge issues in Mac ApplicationCore Change 3734052 by Michael.Trepka One more Mac ApplicationCore fix Change 3734244 by Lauren.Ridge Fix for accessing Slate window on render thread Change 3734950 by Josh.Engebretson Fixing clang warning Change 3734978 by Jamie.Dale Relaxed enum property importing to allow valid numeric values to be imported too This was previously made more strict which caused a regression in Data Table importing #jira UE-51848 Change 3734999 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 Change 3735268 by Matt.Kuhlenschmidt Added support for canvas based DPI scaling. -Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI -The debug canvas for stats is always dpi scaled in editor and pie. -Eliminated text scaling workaround now that the entire canvas is properly scaled -Enabled canvas scaling in cascade UI Change 3735329 by Matt.Kuhlenschmidt Fix potential crash if an asset editor has an object deleted out from under it #jira UE-51941 Change 3735502 by Arciel.Rekman Fix compile issue (bShouldUpdateScreenPercentage). Change 3735878 by Jamie.Dale Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers. Change 3735881 by Jamie.Dale JsonValue no longer stringifies whole numbers as floats Change 3735884 by Jamie.Dale Only allow enums to import integral values Change 3735912 by Josh.Engebretson Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications #jira UE-48131 Change 3736280 by Matt.Kuhlenschmidt Fix 0 dpi scale for canvases #jira UE-51995 Change 3736298 by Matt.Kuhlenschmidt Force focus of game viewports in vr mode Change 3736374 by Jamie.Dale Fixed some places where input chords were being used without testing that they had a valid key set #jira UE-51799 Change 3738543 by Matt.Kuhlenschmidt Better fix for edit condition crashes #jira UE-51886 Change 3738603 by Lauren.Ridge Copy over of drag and drop non-array onto array fix Change 3739701 by Chris.Babcock Fix crashlytics merge error #jira UE-52064 #ue4 #android [CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
if( Pin != FormatPin && Pin->Direction != EGPD_Output && Pin->PinName.ToString().Equals(InPinName.ToString(), ESearchCase::CaseSensitive) )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
return Pin;
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
return nullptr;
}
UK2Node::ERedirectType UK2Node_FormatText::DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const
{
ERedirectType RedirectType = ERedirectType_None;
// if the pin names do match
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3358367 by tim.gautier Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters Change 3624848 by Jamie.Dale Added a composite font for the editor (and Slate core) This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor. This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font. This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support. Change 3654993 by Jamie.Dale 'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer Breaking changes: - Native has been renamed to FNativeFuncPtr. - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair). - Use P_THIS if you were previously using the 'this' pointer in your native function. Change 3699591 by Jamie.Dale Added support for displaying and editing numbers in a culture correct way Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game). #jira UE-4028 Change 3719568 by Jamie.Dale Allow platforms to override the default ICU timezone calculation Change 3622366 by Bradut.Palas #jira UE-46677 Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode. Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions. Change 3622378 by Bradut.Palas #jira UE-46590 we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width. The bug is that the size of the last element is incorrectly reported, after we drag back and forth. Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value. Change 3622552 by Jamie.Dale Added support for per-culture sub-fonts within a composite font This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this). Change 3623170 by Jamie.Dale Fixing warning Change 3624846 by Jamie.Dale Composite font cache optimizations - Converted a typically small sized map to a sorted array + binary search. - Converted the already sorted range array to use binary search. - Contiguous ranges using the same typeface are now merged in the cache. Change 3625576 by Cody.Albert We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified. #jira UE-47971 Change 3626057 by Matt.Kuhlenschmidt Expose EUmgSequencePlayMode to blueprints #jira UE-49255 Change 3626556 by Matt.Kuhlenschmidt Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning. #jira UE-48922, UE-48957 Change 3627692 by Matt.Kuhlenschmidt PR #3977: Source control submenu menu customization (Contributed by Kryofenix) Change 3628600 by Arciel.Rekman Added AutoCheckout to FAssetRenameManager for commandlet usage. Change 3630561 by Richard.Hinckley Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter. Change 3630656 by Richard.Hinckley Compile fix. Change 3630964 by Arciel.Rekman Fix CrashReporterClient headless build. Change 3631050 by Matt.Kuhlenschmidt Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp Causes major problems with resizing splitters in editor Change 3631140 by Arciel.Rekman OpenAL: update Linux version to 1.18.1 (UETOOL-1253) - Also remove a hack for RPATH and make it use a generic RPATH mechanism. - Bulk of the change from Cengiz.Terzibas #jira UETOOL-1253 Change 3632924 by Jamie.Dale Added support for a catch-all fallback font within composite fonts This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles. Change 3633055 by Jamie.Dale Fixed some refresh issues in the font editor Change 3633062 by Jamie.Dale Fixed localization commands being reported as unknown Change 3633906 by Nick.Darnell UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working. Change 3634070 by Arciel.Rekman Display actually used values of material overrides. Change 3634254 by Arciel.Rekman Fix ResavePackages working poorly with projects on other drives (UE-49465). #jira UE-49465 Change 3635985 by Matt.Kuhlenschmidt Fixed typo in function name used by maps PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist) Change 3636012 by Matt.Kuhlenschmidt PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist) Change 3636706 by Lauren.Ridge Epic Friday: Save parameters to child or sibling instance functionality Change 3638706 by Jamie.Dale Added an improved Japanese font to the editor This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters). #jira UE-33268 Change 3639438 by Arciel.Rekman Linux: Repaired ARM server build (UE-49635). - Made Steam* plugins compile. - Disabled OpenEXR as the libs aren't compiled (need to be done separately). (Edigrating CL 3639429 from Release-4.17 to Dev-Editor) Change 3640625 by Matt.Kuhlenschmidt PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist) Change 3640626 by Matt.Kuhlenschmidt PR #4011: Remove space from filename (Contributed by projectgheist) Change 3640697 by Matt.Kuhlenschmidt PR #4010: PNG alpha fix (Contributed by mmdanggg2) Change 3641137 by Jamie.Dale Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately. Change 3641351 by Jamie.Dale Fixing incorrect weights on the Japanese sub-font Change 3641356 by Jamie.Dale Fixing inconsistent font sizes between CoreStyle and EditorStyle Change 3641710 by Jamie.Dale Fixed pure-virtual function call on UMulticastDelegateProperty Change 3641941 by Lauren.Ridge Adding a Parameter Details tab to the Material Editor so users can change default parameter details Change 3644141 by Jamie.Dale Added an improved Korean font to the editor This is only used when displaying Korean text when the editor is set to Korean Change 3644213 by Arciel.Rekman Fix the side effects of a fix for UE-49465. - Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later. #jira UE-49465 Change 3644777 by Jamie.Dale Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished Change 3644879 by tim.gautier QAGame: Optimized assets for Procedural Foliage testing - Added camera bookmarks to Stations in QA-Foliage - Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape - Fixed up redirectors Change 3645109 by Matt.Kuhlenschmidt PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts) Change 3645114 by Matt.Kuhlenschmidt PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts) Change 3645116 by Matt.Kuhlenschmidt PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts) Change 3645118 by Matt.Kuhlenschmidt PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts) Change 3645876 by Arciel.Rekman Linux: fix submenus of context menu not working (UE-47639). - Change by icculus (Ryan Gordon). - QA-ClickHUD seems to be not affected by this change (it is already broken alas). #jira UE-47639 Change 3648088 by Jamie.Dale Fixed some case-sensitivity issues with FText format argument names/pins These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior. #jira UE-47122 Change 3648097 by Jamie.Dale Moved common macOS/iOS localization implementation into FApplePlatformMisc #jira UE-49940 Change 3650858 by Arciel.Rekman UBT: improve CodeLite project generator (UE-49400). - PR #3987 submitted by yaakuro (Cengiz Terzibas). #jira UE-49400 Change 3651231 by Arciel.Rekman Linux: default to SM5 for Vulkan. - Change by Timothee.Bessett. Change 3653627 by Matt.Kuhlenschmidt PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts) Change 3653628 by Matt.Kuhlenschmidt PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz) Change 3653984 by Jamie.Dale Fixed some redundant string construction Change 3658528 by Joe.Graf UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files Change 3658594 by Jamie.Dale Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues #jira UE-27263 Change 3659643 by Michael.Trepka Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior #jira UETOOL-1238 Change 3661908 by Matt.Kuhlenschmidt USD asset importing improvements Change 3664100 by Matt.Kuhlenschmidt Fix static analysis Change 3664107 by Matt.Kuhlenschmidt PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist) Change 3664125 by Matt.Kuhlenschmidt PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist) Change 3664340 by Jamie.Dale PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist) Change 3664403 by Jamie.Dale PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed) Change 3664539 by Jamie.Dale PR #3280: Added EditableText functionality (Contributed by projectgheist) Change 3665433 by Alexis.Matte When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target. #jira UE-50231 Change 3666747 by Cody.Albert Change 3669280 by Jamie.Dale PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist) Change 3669718 by Jamie.Dale PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist) Change 3670838 by Alexis.Matte Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button. #jira UE-50387 Change 3671559 by Matt.Kuhlenschmidt Update SimpleUI automation test ground truth #jira UE-50325 Change 3671587 by Alexis.Matte Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file. #jira UE-50147 Change 3671730 by Jamie.Dale Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances Change 3672104 by Michael.Dupuis #jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings Change 3674906 by Alexis.Matte Make sure the export LOD option is taken in consideration when exporting a level or the current level selection #jira UE-50248 Change 3674942 by Matt.Kuhlenschmidt Fix static analysis Change 3675401 by Alexis.Matte -fix export animation, do not truncate the last frame anymore -fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves. #jira UE-48231 Change 3675990 by Alexis.Matte Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx. This is to avoid driving random vertex with old morph target. #jira UE-50391 Change 3676169 by Alexis.Matte When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import. Change 3676396 by Alexis.Matte Make all LOD 0 name consistent in staticmesh editor #jira UE-49461 Change 3677730 by Cody.Albert Enable locking of Persistent Level in Levels tab #jira UE-50686 Change 3677838 by Jamie.Dale Replaced broken version of Roboto Light Change 3679619 by Alexis.Matte Integrate GitHub pr #4029 to fix import fbx chunk material assignation. #jira UE-50001 Change 3680093 by Alexis.Matte Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh. Change 3680931 by Arciel.Rekman SlateDialogs: show image icon for *.tga (UE-25106). - Also reworked the logic somewhat. #jira UE-25106 Change 3681966 by Yannick.Lange MaterialEditor post-process preview. #jira UE-45307 Change 3682407 by Lauren.Ridge Fixes for material editor compile errors Change 3682628 by Lauren.Ridge Content browser filters for Material Layers, Blends, and their instances Change 3682725 by Lauren.Ridge Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default Change 3682921 by Lauren.Ridge Fix for instance layers not initializing fully Change 3682954 by Lauren.Ridge Creating Material Layer Test Assets Change 3683582 by Alexis.Matte Fix static analysis build Change 3683614 by Matt.Kuhlenschmidt PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts) Change 3684130 by Lauren.Ridge Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3686289 by Arciel.Rekman Remove the pessimization (UE-23791). Change 3686455 by Lauren.Ridge Fixes for adding/removing a layer parameter from the parent not updating the child Change 3686829 by Jamie.Dale No longer include trailing whitespace in the justification calculation for soft-wrapped lines #jira UE-50266 Change 3686970 by Lauren.Ridge Making material parameter preview work for functions as well Change 3687077 by Jamie.Dale Fixed crash using FActorDetails with the struct details panel Change 3687152 by Jamie.Dale Fixed the row structure tag not appearing in the Content Browser for Data Table assets The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables. #jira UE-48691 Change 3687174 by Lauren.Ridge Fix for material layer sub-parameters showing up in the default material parameters panel Change 3688100 by Lauren.Ridge Fixing static analysis error Change 3688317 by Jamie.Dale Fixed crash using the widget reflector in a cooked game Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector. Change 3689054 by Jamie.Dale Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes #jira UE-45751 Change 3689513 by Jamie.Dale Fixed justification bug with RTL text caused by CL# 3686829 Also implemented the same alignment fix for visually left-aligned RTL text. #jira UE-50266 Change 3690231 by Lauren.Ridge Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor Change 3690234 by Lauren.Ridge Adding Material Layers Function Parameter to Static Parameter Compare Change 3690750 by Chris.Bunner Potential nullptr crash. Change 3690751 by Chris.Bunner Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter. Change 3691010 by Jamie.Dale Fixed some clipping issues that could occur with right-aligned text FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment) #jira UE-46760 Change 3691091 by Jamie.Dale Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type Change 3691134 by Alexis.Matte Make sure we instance also the collision mesh when exporting a level to fbx file. #jira UE-51066 Change 3691157 by Lauren.Ridge Fix for reset to default not refreshing sub-parameters Change 3691192 by Jamie.Dale Fixed Content Browser selection resetting when changing certain view settings #jira UE-49611 Change 3691204 by Alexis.Matte Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011. #jira UE-51023 Change 3692335 by Lauren.Ridge Setting displayed asset to equal filter asset if no instance has been selected Change 3692479 by Jamie.Dale Fixed whitespace Change 3692508 by Alexis.Matte Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu. We also prevent the export dialog to show #jira UE-50973 Change 3692639 by Jamie.Dale Translation Editor now shows stale translations as "Untranslated" Change 3692743 by Lauren.Ridge Smaller blend icons, added icon size override to FObjectEntryBox Change 3692830 by Alexis.Matte Fix linux build Change 3692894 by Lauren.Ridge Tooltip on "Parent" in material layers Change 3693141 by Jamie.Dale Removed dead code FastDecimalFormat made this redundant Change 3693580 by Jamie.Dale Added AlwaysSign number formatting option #jira UE-10310 Change 3693784 by Jamie.Dale Fixed assert extracting the number formatting rules for Arabic It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that. #jira UE-10310 Change 3694428 by Arciel.Rekman Linux: make directory watch request a warning so they don't block cooking. - See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html Change 3694458 by Matt.Kuhlenschmidt Made duplicate keybinding warning non-fatal Change 3694496 by Alexis.Matte fix static analysis build Change 3694515 by Jamie.Dale Added support for culture correct parsing of decimal numbers #jira UE-4028 Change 3694621 by Jamie.Dale Added a variant of FastDecimalFormat::StringToNumber that takes a string length This can be useful if you want to convert a number from within a non-null terminated string #jira UE-4028 Change 3694958 by Jamie.Dale Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail. #jira UE-4028 Change 3695083 by Alexis.Matte Optimisation of the morph target import - We now compute only the normal for the shape the tangent are not necessary - The async tasks are create when there is some available cpu thread to avoid filling the memory - When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets #jira UE-50945 Change 3695122 by Jamie.Dale GetCultureAgnosticFormattingRules no longer returns a copy Change 3695835 by Arciel.Rekman TestPAL: greatly expanded malloc test. Change 3695918 by Arciel.Rekman TestPAL: Added thread priority test. Change 3696589 by Arciel.Rekman TestPAL: tweak thread priorities test (better readability). Change 3697345 by Alexis.Matte Fix reorder of material when importing a LOD with new material #jira UE-51135 Change 3699590 by Jamie.Dale Updated SGraphPinNum to use a numeric editor #jira UE-4028 Change 3699698 by Matt.Kuhlenschmidt Fix crash opening the level viewport context menu if the actor-component selection is out of sync #jira UE-48444 Change 3700158 by Arciel.Rekman Enable packaging for Android Vulkan on Linux (UETOOL-1232). - Change by Cengiz Terzibas Change 3700224 by Arciel.Rekman TestPAL: fixed a memory leak. Change 3700775 by Cody.Albert Don't need to initialize EnvironmentCubeMap twice. Change 3700866 by Michael.Trepka PR #3223: Remove unnecessary reallocation. (Contributed by foollbar) #jira UE-41643 Change 3701132 by Michael.Trepka Copy of CL 3671538 Fixed issues with editor's game mode in high DPI on Mac. #jira UE-49947, UE-51063 Change 3701421 by Michael.Trepka Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression Change 3701495 by Alexis.Matte Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them. #jira UE-UE-51359 Change 3702982 by Jamie.Dale Cleaned up some localization setting names These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting. Change 3703517 by Arciel.Rekman TestPAL: improved thread test. - Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic). Change 3704378 by Michael.Trepka Disable Zoom button on Mac if project requests a resizeable window without it. #jira UE-51335 Change 3706316 by Jamie.Dale Fixed the asset search suggestions list closing if you clicked on its scrollbar #jira UE-28885 Change 3706855 by Alexis.Matte Support importing animation that has some keys with negative time #jira UE-51305 Change 3709634 by Matt.Kuhlenschmidt PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist) Change 3711085 by Michael.Trepka Reenabled UBT makefiles on Mac Change 3713049 by Josh.Engebretson The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect. #jira UE-51319 Change 3713144 by Lauren.Ridge Fixing automated test error #jira UE-50982 Change 3713395 by Alexis.Matte Fix auto import mountpoint #jira UE-51524 Change 3713881 by Michael.Trepka Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3714197 by Michael.Trepka Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields. #jira UE-47915 Change 3714911 by Joe.Graf Merge of cmake changes from Dev-Rendering Change 3715973 by Michael.Trepka Disable OS close button on Windows if project settings request that #jira UE-45522 Change 3716390 by Lauren.Ridge The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior. #jira UE-50916 Change 3716529 by Josh.Engebretson Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1 #jira UE-51341 Change 3716885 by Josh.Engebretson Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary. #jira UE-48572 Change 3716929 by Josh.Engebretson Unshelved from pending changelist '3364093': PR #3420: Exe's icons and properties (Contributed by projectgheist) Change 3716937 by Josh.Engebretson Unshelved from pending changelist '3647428': PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik) Change 3717002 by Josh.Engebretson Fix FileReference/string conversion Change 3717355 by Joe.Graf Fixed CMake file generation on Windows including Engine/Source/ThirdParty source Change 3718256 by Arciel.Rekman TestPAL: slight mod to the malloc test. - Touch the allocated memory to check actual resident usage. Change 3718290 by Arciel.Rekman BAFO: place descriptor after the allocation to save some VIRT memory. - We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor. Change 3718508 by Michael.Trepka Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer) #jira UE-46148 Change 3718855 by Lauren.Ridge Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options. Change 3718932 by Cody.Albert Update ActorSequence plugin loading phase to PreDefault #jira UE-51612 Change 3719378 by tim.gautier QAGame: Renamed multiTxt_Justification > UMG_TextJustification. Added additional Text Widgets for testing Change 3719413 by Lauren.Ridge Resubmit of content browser favorites Change 3719803 by Yannick.Lange VREditor: Fix crash with null GEditor #jira UE-50103 Change 3721127 by tim.gautier QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials - Added M_ParamDefaults and MF_ParamDefaults - Moved legacy MeshPaint materials into /Content/Materials/MeshPaint - Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions Change 3721255 by Alexis.Matte Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds. #jira UE-51363 Change 3721594 by Lauren.Ridge Material Blends now have plane mesh previews in their icons. Change 3722072 by tim.gautier QAGame: Updated MF_ParamDefaults - using red channel as roughness Updated M_ParamDefaults - tweaked Scalar values Change 3722180 by Michael.Trepka Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator. #jira UE-25941 Change 3722220 by Michael.Trepka Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly #jira UE-40246 Change 3722806 by Lauren.Ridge Fixing non-editor compiles Change 3722914 by Alexis.Matte Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import. #jira UE-51665 Change 3723446 by Michael.Trepka Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window. #jira UE-48257 Change 3723505 by Matt.Kuhlenschmidt Fix duplicate actors being created for USD primitives that specify a custom actor class Change 3723555 by Matt.Kuhlenschmidt Fix crash loading the gameplayabilities module #jira UE-51693 Change 3723557 by Matt.Kuhlenschmidt Fixed tooltip on viewport dpi scaling option Change 3723870 by Lauren.Ridge Fixing incorrect reset to default visibility, adding clear behavior to fields Change 3723917 by Arciel.Rekman Linux: fix compilation with glibc 2.26+ (UE-51699). - Fixes compilation on Ubuntu 17.10 among others. (Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3723918 by Arciel.Rekman Linux: do not test for popcnt presence unnecessarily (UE-51677). (Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3724229 by Arciel.Rekman Fix FOutputDeviceStdOutput to use printf() on Unix platforms. Change 3724261 by Arciel.Rekman TestPAL: fix thread priority test (zero the counter). Change 3724978 by Arciel.Rekman Linux: fix priority calculation. - Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0. Change 3725382 by Matt.Kuhlenschmidt Guard against crashes and add more logging when actor creation fails. Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed #jira UE-47464 Change 3725559 by Matt.Kuhlenschmidt Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows. Moved some files around for better consistency Change 3725640 by Arciel.Rekman Fix Linux thread/process priorities. - Should also speed up SCW on Linux by deprioritizing them less. Change 3726101 by Matt.Kuhlenschmidt Fix logic bug in USD child "kind" type resolving Change 3726244 by Joe.Graf Added an option to generate a minimal set of targets for cmake files Added shader and config files to cmake file generation for searching within IDEs Change 3726506 by Arciel.Rekman Fix compile issue after DPI change. Change 3726549 by Matt.Kuhlenschmidt Remove unnecessary indirection to cached widgets in the hit test grid Change 3726660 by Arciel.Rekman Enable DPI switch on Linux. Change 3726763 by Arciel.Rekman Fix mismatching "noperspective" qualifier (UE-50807). - Pull request #4080 by TTimo. Change 3727080 by Michael.Trepka Added support for editor's EnableHighDPIAwareness setting on Mac Change 3727658 by Matt.Kuhlenschmidt Fix shutdown crash if level editor is still referenced after the object system has been gc'd #jira UE-51630 Change 3728270 by Matt.Kuhlenschmidt Remove propertyeditor dependency from editorstyle Change 3728291 by Arciel.Rekman Linux: fix for a crash on a headless system (UE-51714). - Preliminary change before merging to 4.18. Change 3728293 by Arciel.Rekman Linux: remove unneeded dependency on CEF. - Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs. Change 3728524 by Michael.Trepka Copy of CL 3725570 Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240) #jira UE-51709 Change 3728875 by Michael.Trepka Fixed compile error in Mac SlateOpenGLContext.cpp Change 3728880 by Matt.Kuhlenschmidt Guard against invalid worlds in thumbnail renderers Change 3728924 by Michael.Trepka Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call. #jira UE-51711 Change 3729288 by Joe.Graf Added the .idea/misc.xml file generation to speed up CLion indexing Change 3729935 by Michael.Dupuis #jira UE-51722: Hide from UI invalid enum values Change 3730234 by Matt.Kuhlenschmidt Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured. #jira UE-51801 Change 3730349 by Michael.Dupuis #jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item Change 3730438 by Lauren.Ridge Cleaning up material layering UI functions Change 3730723 by Jamie.Dale Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers #jira UE-51799 Change 3731008 by Lauren.Ridge Changing Layers and Blends from proxy assets to real assets Change 3731026 by Arciel.Rekman libelf: make elf_end() visible (UE-51843). - This repairs compilation for a case when CUDA is being used. - Also added some missing files for ARM 32-bit. Change 3731081 by Lauren.Ridge New material layer test assets Change 3731186 by Josh.Engebretson Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets #jira UE-50104 Change 3731188 by Mike.Erwin Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3731682 by Arciel.Rekman UnrealEd: Allow unattended commandlets to rename/save packages. Change 3732305 by Michael.Dupuis #jira UE-48434 : Only register if the foliage type still has a valid mesh Change 3732361 by Matt.Kuhlenschmidt Fix two settings objects being created in the transient package with the same name #jira UE-51891 Change 3732895 by Josh.Engebretson https://jira.it.epicgames.net/browse/UE-51706 If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC. Adds DDC notification events for check/put and query for whether a shared DDC is in use. #jira UE-51706 Change 3733025 by Arciel.Rekman UBT: make sure new clang versions are invoked. Change 3733311 by Mike.Erwin Fix Linux compile warning from CL 3731188 It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder. Change 3733658 by Josh.Engebretson Add a missing #undef LOCTEXT_NAMESPACE Change 3734003 by Arciel.Rekman Fix Windows attempting to use printf %ls and crashing at that (UE-51934). Change 3734039 by Michael.Trepka Fixed a couple of merge issues in Mac ApplicationCore Change 3734052 by Michael.Trepka One more Mac ApplicationCore fix Change 3734244 by Lauren.Ridge Fix for accessing Slate window on render thread Change 3734950 by Josh.Engebretson Fixing clang warning Change 3734978 by Jamie.Dale Relaxed enum property importing to allow valid numeric values to be imported too This was previously made more strict which caused a regression in Data Table importing #jira UE-51848 Change 3734999 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 Change 3735268 by Matt.Kuhlenschmidt Added support for canvas based DPI scaling. -Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI -The debug canvas for stats is always dpi scaled in editor and pie. -Eliminated text scaling workaround now that the entire canvas is properly scaled -Enabled canvas scaling in cascade UI Change 3735329 by Matt.Kuhlenschmidt Fix potential crash if an asset editor has an object deleted out from under it #jira UE-51941 Change 3735502 by Arciel.Rekman Fix compile issue (bShouldUpdateScreenPercentage). Change 3735878 by Jamie.Dale Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers. Change 3735881 by Jamie.Dale JsonValue no longer stringifies whole numbers as floats Change 3735884 by Jamie.Dale Only allow enums to import integral values Change 3735912 by Josh.Engebretson Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications #jira UE-48131 Change 3736280 by Matt.Kuhlenschmidt Fix 0 dpi scale for canvases #jira UE-51995 Change 3736298 by Matt.Kuhlenschmidt Force focus of game viewports in vr mode Change 3736374 by Jamie.Dale Fixed some places where input chords were being used without testing that they had a valid key set #jira UE-51799 Change 3738543 by Matt.Kuhlenschmidt Better fix for edit condition crashes #jira UE-51886 Change 3738603 by Lauren.Ridge Copy over of drag and drop non-array onto array fix Change 3739701 by Chris.Babcock Fix crashlytics merge error #jira UE-52064 #ue4 #android [CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
if (NewPin->PinName.ToString().Equals(OldPin->PinName.ToString(), ESearchCase::CaseSensitive))
{
// Make sure we're not dealing with a menu node
UEdGraph* OuterGraph = GetGraph();
if( OuterGraph && OuterGraph->Schema )
{
const UEdGraphSchema_K2* K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema());
if( !K2Schema || K2Schema->IsSelfPin(*NewPin) || K2Schema->ArePinTypesCompatible(OldPin->PinType, NewPin->PinType) )
{
RedirectType = ERedirectType_Name;
}
else
{
RedirectType = ERedirectType_None;
}
}
}
else
{
// try looking for a redirect if it's a K2 node
if (UK2Node* Node = Cast<UK2Node>(NewPin->GetOwningNode()))
{
// if you don't have matching pin, now check if there is any redirect param set
TArray<FString> OldPinNames;
GetRedirectPinNames(*OldPin, OldPinNames);
FName NewPinName;
RedirectType = ShouldRedirectParam(OldPinNames, /*out*/ NewPinName, Node);
// make sure they match
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3358367 by tim.gautier Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters Change 3624848 by Jamie.Dale Added a composite font for the editor (and Slate core) This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor. This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font. This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support. Change 3654993 by Jamie.Dale 'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer Breaking changes: - Native has been renamed to FNativeFuncPtr. - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair). - Use P_THIS if you were previously using the 'this' pointer in your native function. Change 3699591 by Jamie.Dale Added support for displaying and editing numbers in a culture correct way Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game). #jira UE-4028 Change 3719568 by Jamie.Dale Allow platforms to override the default ICU timezone calculation Change 3622366 by Bradut.Palas #jira UE-46677 Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode. Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions. Change 3622378 by Bradut.Palas #jira UE-46590 we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width. The bug is that the size of the last element is incorrectly reported, after we drag back and forth. Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value. Change 3622552 by Jamie.Dale Added support for per-culture sub-fonts within a composite font This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this). Change 3623170 by Jamie.Dale Fixing warning Change 3624846 by Jamie.Dale Composite font cache optimizations - Converted a typically small sized map to a sorted array + binary search. - Converted the already sorted range array to use binary search. - Contiguous ranges using the same typeface are now merged in the cache. Change 3625576 by Cody.Albert We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified. #jira UE-47971 Change 3626057 by Matt.Kuhlenschmidt Expose EUmgSequencePlayMode to blueprints #jira UE-49255 Change 3626556 by Matt.Kuhlenschmidt Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning. #jira UE-48922, UE-48957 Change 3627692 by Matt.Kuhlenschmidt PR #3977: Source control submenu menu customization (Contributed by Kryofenix) Change 3628600 by Arciel.Rekman Added AutoCheckout to FAssetRenameManager for commandlet usage. Change 3630561 by Richard.Hinckley Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter. Change 3630656 by Richard.Hinckley Compile fix. Change 3630964 by Arciel.Rekman Fix CrashReporterClient headless build. Change 3631050 by Matt.Kuhlenschmidt Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp Causes major problems with resizing splitters in editor Change 3631140 by Arciel.Rekman OpenAL: update Linux version to 1.18.1 (UETOOL-1253) - Also remove a hack for RPATH and make it use a generic RPATH mechanism. - Bulk of the change from Cengiz.Terzibas #jira UETOOL-1253 Change 3632924 by Jamie.Dale Added support for a catch-all fallback font within composite fonts This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles. Change 3633055 by Jamie.Dale Fixed some refresh issues in the font editor Change 3633062 by Jamie.Dale Fixed localization commands being reported as unknown Change 3633906 by Nick.Darnell UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working. Change 3634070 by Arciel.Rekman Display actually used values of material overrides. Change 3634254 by Arciel.Rekman Fix ResavePackages working poorly with projects on other drives (UE-49465). #jira UE-49465 Change 3635985 by Matt.Kuhlenschmidt Fixed typo in function name used by maps PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist) Change 3636012 by Matt.Kuhlenschmidt PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist) Change 3636706 by Lauren.Ridge Epic Friday: Save parameters to child or sibling instance functionality Change 3638706 by Jamie.Dale Added an improved Japanese font to the editor This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters). #jira UE-33268 Change 3639438 by Arciel.Rekman Linux: Repaired ARM server build (UE-49635). - Made Steam* plugins compile. - Disabled OpenEXR as the libs aren't compiled (need to be done separately). (Edigrating CL 3639429 from Release-4.17 to Dev-Editor) Change 3640625 by Matt.Kuhlenschmidt PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist) Change 3640626 by Matt.Kuhlenschmidt PR #4011: Remove space from filename (Contributed by projectgheist) Change 3640697 by Matt.Kuhlenschmidt PR #4010: PNG alpha fix (Contributed by mmdanggg2) Change 3641137 by Jamie.Dale Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately. Change 3641351 by Jamie.Dale Fixing incorrect weights on the Japanese sub-font Change 3641356 by Jamie.Dale Fixing inconsistent font sizes between CoreStyle and EditorStyle Change 3641710 by Jamie.Dale Fixed pure-virtual function call on UMulticastDelegateProperty Change 3641941 by Lauren.Ridge Adding a Parameter Details tab to the Material Editor so users can change default parameter details Change 3644141 by Jamie.Dale Added an improved Korean font to the editor This is only used when displaying Korean text when the editor is set to Korean Change 3644213 by Arciel.Rekman Fix the side effects of a fix for UE-49465. - Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later. #jira UE-49465 Change 3644777 by Jamie.Dale Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished Change 3644879 by tim.gautier QAGame: Optimized assets for Procedural Foliage testing - Added camera bookmarks to Stations in QA-Foliage - Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape - Fixed up redirectors Change 3645109 by Matt.Kuhlenschmidt PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts) Change 3645114 by Matt.Kuhlenschmidt PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts) Change 3645116 by Matt.Kuhlenschmidt PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts) Change 3645118 by Matt.Kuhlenschmidt PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts) Change 3645876 by Arciel.Rekman Linux: fix submenus of context menu not working (UE-47639). - Change by icculus (Ryan Gordon). - QA-ClickHUD seems to be not affected by this change (it is already broken alas). #jira UE-47639 Change 3648088 by Jamie.Dale Fixed some case-sensitivity issues with FText format argument names/pins These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior. #jira UE-47122 Change 3648097 by Jamie.Dale Moved common macOS/iOS localization implementation into FApplePlatformMisc #jira UE-49940 Change 3650858 by Arciel.Rekman UBT: improve CodeLite project generator (UE-49400). - PR #3987 submitted by yaakuro (Cengiz Terzibas). #jira UE-49400 Change 3651231 by Arciel.Rekman Linux: default to SM5 for Vulkan. - Change by Timothee.Bessett. Change 3653627 by Matt.Kuhlenschmidt PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts) Change 3653628 by Matt.Kuhlenschmidt PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz) Change 3653984 by Jamie.Dale Fixed some redundant string construction Change 3658528 by Joe.Graf UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files Change 3658594 by Jamie.Dale Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues #jira UE-27263 Change 3659643 by Michael.Trepka Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior #jira UETOOL-1238 Change 3661908 by Matt.Kuhlenschmidt USD asset importing improvements Change 3664100 by Matt.Kuhlenschmidt Fix static analysis Change 3664107 by Matt.Kuhlenschmidt PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist) Change 3664125 by Matt.Kuhlenschmidt PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist) Change 3664340 by Jamie.Dale PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist) Change 3664403 by Jamie.Dale PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed) Change 3664539 by Jamie.Dale PR #3280: Added EditableText functionality (Contributed by projectgheist) Change 3665433 by Alexis.Matte When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target. #jira UE-50231 Change 3666747 by Cody.Albert Change 3669280 by Jamie.Dale PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist) Change 3669718 by Jamie.Dale PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist) Change 3670838 by Alexis.Matte Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button. #jira UE-50387 Change 3671559 by Matt.Kuhlenschmidt Update SimpleUI automation test ground truth #jira UE-50325 Change 3671587 by Alexis.Matte Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file. #jira UE-50147 Change 3671730 by Jamie.Dale Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances Change 3672104 by Michael.Dupuis #jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings Change 3674906 by Alexis.Matte Make sure the export LOD option is taken in consideration when exporting a level or the current level selection #jira UE-50248 Change 3674942 by Matt.Kuhlenschmidt Fix static analysis Change 3675401 by Alexis.Matte -fix export animation, do not truncate the last frame anymore -fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves. #jira UE-48231 Change 3675990 by Alexis.Matte Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx. This is to avoid driving random vertex with old morph target. #jira UE-50391 Change 3676169 by Alexis.Matte When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import. Change 3676396 by Alexis.Matte Make all LOD 0 name consistent in staticmesh editor #jira UE-49461 Change 3677730 by Cody.Albert Enable locking of Persistent Level in Levels tab #jira UE-50686 Change 3677838 by Jamie.Dale Replaced broken version of Roboto Light Change 3679619 by Alexis.Matte Integrate GitHub pr #4029 to fix import fbx chunk material assignation. #jira UE-50001 Change 3680093 by Alexis.Matte Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh. Change 3680931 by Arciel.Rekman SlateDialogs: show image icon for *.tga (UE-25106). - Also reworked the logic somewhat. #jira UE-25106 Change 3681966 by Yannick.Lange MaterialEditor post-process preview. #jira UE-45307 Change 3682407 by Lauren.Ridge Fixes for material editor compile errors Change 3682628 by Lauren.Ridge Content browser filters for Material Layers, Blends, and their instances Change 3682725 by Lauren.Ridge Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default Change 3682921 by Lauren.Ridge Fix for instance layers not initializing fully Change 3682954 by Lauren.Ridge Creating Material Layer Test Assets Change 3683582 by Alexis.Matte Fix static analysis build Change 3683614 by Matt.Kuhlenschmidt PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts) Change 3684130 by Lauren.Ridge Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3686289 by Arciel.Rekman Remove the pessimization (UE-23791). Change 3686455 by Lauren.Ridge Fixes for adding/removing a layer parameter from the parent not updating the child Change 3686829 by Jamie.Dale No longer include trailing whitespace in the justification calculation for soft-wrapped lines #jira UE-50266 Change 3686970 by Lauren.Ridge Making material parameter preview work for functions as well Change 3687077 by Jamie.Dale Fixed crash using FActorDetails with the struct details panel Change 3687152 by Jamie.Dale Fixed the row structure tag not appearing in the Content Browser for Data Table assets The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables. #jira UE-48691 Change 3687174 by Lauren.Ridge Fix for material layer sub-parameters showing up in the default material parameters panel Change 3688100 by Lauren.Ridge Fixing static analysis error Change 3688317 by Jamie.Dale Fixed crash using the widget reflector in a cooked game Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector. Change 3689054 by Jamie.Dale Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes #jira UE-45751 Change 3689513 by Jamie.Dale Fixed justification bug with RTL text caused by CL# 3686829 Also implemented the same alignment fix for visually left-aligned RTL text. #jira UE-50266 Change 3690231 by Lauren.Ridge Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor Change 3690234 by Lauren.Ridge Adding Material Layers Function Parameter to Static Parameter Compare Change 3690750 by Chris.Bunner Potential nullptr crash. Change 3690751 by Chris.Bunner Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter. Change 3691010 by Jamie.Dale Fixed some clipping issues that could occur with right-aligned text FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment) #jira UE-46760 Change 3691091 by Jamie.Dale Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type Change 3691134 by Alexis.Matte Make sure we instance also the collision mesh when exporting a level to fbx file. #jira UE-51066 Change 3691157 by Lauren.Ridge Fix for reset to default not refreshing sub-parameters Change 3691192 by Jamie.Dale Fixed Content Browser selection resetting when changing certain view settings #jira UE-49611 Change 3691204 by Alexis.Matte Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011. #jira UE-51023 Change 3692335 by Lauren.Ridge Setting displayed asset to equal filter asset if no instance has been selected Change 3692479 by Jamie.Dale Fixed whitespace Change 3692508 by Alexis.Matte Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu. We also prevent the export dialog to show #jira UE-50973 Change 3692639 by Jamie.Dale Translation Editor now shows stale translations as "Untranslated" Change 3692743 by Lauren.Ridge Smaller blend icons, added icon size override to FObjectEntryBox Change 3692830 by Alexis.Matte Fix linux build Change 3692894 by Lauren.Ridge Tooltip on "Parent" in material layers Change 3693141 by Jamie.Dale Removed dead code FastDecimalFormat made this redundant Change 3693580 by Jamie.Dale Added AlwaysSign number formatting option #jira UE-10310 Change 3693784 by Jamie.Dale Fixed assert extracting the number formatting rules for Arabic It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that. #jira UE-10310 Change 3694428 by Arciel.Rekman Linux: make directory watch request a warning so they don't block cooking. - See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html Change 3694458 by Matt.Kuhlenschmidt Made duplicate keybinding warning non-fatal Change 3694496 by Alexis.Matte fix static analysis build Change 3694515 by Jamie.Dale Added support for culture correct parsing of decimal numbers #jira UE-4028 Change 3694621 by Jamie.Dale Added a variant of FastDecimalFormat::StringToNumber that takes a string length This can be useful if you want to convert a number from within a non-null terminated string #jira UE-4028 Change 3694958 by Jamie.Dale Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail. #jira UE-4028 Change 3695083 by Alexis.Matte Optimisation of the morph target import - We now compute only the normal for the shape the tangent are not necessary - The async tasks are create when there is some available cpu thread to avoid filling the memory - When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets #jira UE-50945 Change 3695122 by Jamie.Dale GetCultureAgnosticFormattingRules no longer returns a copy Change 3695835 by Arciel.Rekman TestPAL: greatly expanded malloc test. Change 3695918 by Arciel.Rekman TestPAL: Added thread priority test. Change 3696589 by Arciel.Rekman TestPAL: tweak thread priorities test (better readability). Change 3697345 by Alexis.Matte Fix reorder of material when importing a LOD with new material #jira UE-51135 Change 3699590 by Jamie.Dale Updated SGraphPinNum to use a numeric editor #jira UE-4028 Change 3699698 by Matt.Kuhlenschmidt Fix crash opening the level viewport context menu if the actor-component selection is out of sync #jira UE-48444 Change 3700158 by Arciel.Rekman Enable packaging for Android Vulkan on Linux (UETOOL-1232). - Change by Cengiz Terzibas Change 3700224 by Arciel.Rekman TestPAL: fixed a memory leak. Change 3700775 by Cody.Albert Don't need to initialize EnvironmentCubeMap twice. Change 3700866 by Michael.Trepka PR #3223: Remove unnecessary reallocation. (Contributed by foollbar) #jira UE-41643 Change 3701132 by Michael.Trepka Copy of CL 3671538 Fixed issues with editor's game mode in high DPI on Mac. #jira UE-49947, UE-51063 Change 3701421 by Michael.Trepka Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression Change 3701495 by Alexis.Matte Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them. #jira UE-UE-51359 Change 3702982 by Jamie.Dale Cleaned up some localization setting names These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting. Change 3703517 by Arciel.Rekman TestPAL: improved thread test. - Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic). Change 3704378 by Michael.Trepka Disable Zoom button on Mac if project requests a resizeable window without it. #jira UE-51335 Change 3706316 by Jamie.Dale Fixed the asset search suggestions list closing if you clicked on its scrollbar #jira UE-28885 Change 3706855 by Alexis.Matte Support importing animation that has some keys with negative time #jira UE-51305 Change 3709634 by Matt.Kuhlenschmidt PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist) Change 3711085 by Michael.Trepka Reenabled UBT makefiles on Mac Change 3713049 by Josh.Engebretson The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect. #jira UE-51319 Change 3713144 by Lauren.Ridge Fixing automated test error #jira UE-50982 Change 3713395 by Alexis.Matte Fix auto import mountpoint #jira UE-51524 Change 3713881 by Michael.Trepka Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3714197 by Michael.Trepka Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields. #jira UE-47915 Change 3714911 by Joe.Graf Merge of cmake changes from Dev-Rendering Change 3715973 by Michael.Trepka Disable OS close button on Windows if project settings request that #jira UE-45522 Change 3716390 by Lauren.Ridge The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior. #jira UE-50916 Change 3716529 by Josh.Engebretson Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1 #jira UE-51341 Change 3716885 by Josh.Engebretson Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary. #jira UE-48572 Change 3716929 by Josh.Engebretson Unshelved from pending changelist '3364093': PR #3420: Exe's icons and properties (Contributed by projectgheist) Change 3716937 by Josh.Engebretson Unshelved from pending changelist '3647428': PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik) Change 3717002 by Josh.Engebretson Fix FileReference/string conversion Change 3717355 by Joe.Graf Fixed CMake file generation on Windows including Engine/Source/ThirdParty source Change 3718256 by Arciel.Rekman TestPAL: slight mod to the malloc test. - Touch the allocated memory to check actual resident usage. Change 3718290 by Arciel.Rekman BAFO: place descriptor after the allocation to save some VIRT memory. - We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor. Change 3718508 by Michael.Trepka Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer) #jira UE-46148 Change 3718855 by Lauren.Ridge Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options. Change 3718932 by Cody.Albert Update ActorSequence plugin loading phase to PreDefault #jira UE-51612 Change 3719378 by tim.gautier QAGame: Renamed multiTxt_Justification > UMG_TextJustification. Added additional Text Widgets for testing Change 3719413 by Lauren.Ridge Resubmit of content browser favorites Change 3719803 by Yannick.Lange VREditor: Fix crash with null GEditor #jira UE-50103 Change 3721127 by tim.gautier QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials - Added M_ParamDefaults and MF_ParamDefaults - Moved legacy MeshPaint materials into /Content/Materials/MeshPaint - Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions Change 3721255 by Alexis.Matte Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds. #jira UE-51363 Change 3721594 by Lauren.Ridge Material Blends now have plane mesh previews in their icons. Change 3722072 by tim.gautier QAGame: Updated MF_ParamDefaults - using red channel as roughness Updated M_ParamDefaults - tweaked Scalar values Change 3722180 by Michael.Trepka Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator. #jira UE-25941 Change 3722220 by Michael.Trepka Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly #jira UE-40246 Change 3722806 by Lauren.Ridge Fixing non-editor compiles Change 3722914 by Alexis.Matte Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import. #jira UE-51665 Change 3723446 by Michael.Trepka Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window. #jira UE-48257 Change 3723505 by Matt.Kuhlenschmidt Fix duplicate actors being created for USD primitives that specify a custom actor class Change 3723555 by Matt.Kuhlenschmidt Fix crash loading the gameplayabilities module #jira UE-51693 Change 3723557 by Matt.Kuhlenschmidt Fixed tooltip on viewport dpi scaling option Change 3723870 by Lauren.Ridge Fixing incorrect reset to default visibility, adding clear behavior to fields Change 3723917 by Arciel.Rekman Linux: fix compilation with glibc 2.26+ (UE-51699). - Fixes compilation on Ubuntu 17.10 among others. (Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3723918 by Arciel.Rekman Linux: do not test for popcnt presence unnecessarily (UE-51677). (Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3724229 by Arciel.Rekman Fix FOutputDeviceStdOutput to use printf() on Unix platforms. Change 3724261 by Arciel.Rekman TestPAL: fix thread priority test (zero the counter). Change 3724978 by Arciel.Rekman Linux: fix priority calculation. - Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0. Change 3725382 by Matt.Kuhlenschmidt Guard against crashes and add more logging when actor creation fails. Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed #jira UE-47464 Change 3725559 by Matt.Kuhlenschmidt Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows. Moved some files around for better consistency Change 3725640 by Arciel.Rekman Fix Linux thread/process priorities. - Should also speed up SCW on Linux by deprioritizing them less. Change 3726101 by Matt.Kuhlenschmidt Fix logic bug in USD child "kind" type resolving Change 3726244 by Joe.Graf Added an option to generate a minimal set of targets for cmake files Added shader and config files to cmake file generation for searching within IDEs Change 3726506 by Arciel.Rekman Fix compile issue after DPI change. Change 3726549 by Matt.Kuhlenschmidt Remove unnecessary indirection to cached widgets in the hit test grid Change 3726660 by Arciel.Rekman Enable DPI switch on Linux. Change 3726763 by Arciel.Rekman Fix mismatching "noperspective" qualifier (UE-50807). - Pull request #4080 by TTimo. Change 3727080 by Michael.Trepka Added support for editor's EnableHighDPIAwareness setting on Mac Change 3727658 by Matt.Kuhlenschmidt Fix shutdown crash if level editor is still referenced after the object system has been gc'd #jira UE-51630 Change 3728270 by Matt.Kuhlenschmidt Remove propertyeditor dependency from editorstyle Change 3728291 by Arciel.Rekman Linux: fix for a crash on a headless system (UE-51714). - Preliminary change before merging to 4.18. Change 3728293 by Arciel.Rekman Linux: remove unneeded dependency on CEF. - Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs. Change 3728524 by Michael.Trepka Copy of CL 3725570 Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240) #jira UE-51709 Change 3728875 by Michael.Trepka Fixed compile error in Mac SlateOpenGLContext.cpp Change 3728880 by Matt.Kuhlenschmidt Guard against invalid worlds in thumbnail renderers Change 3728924 by Michael.Trepka Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call. #jira UE-51711 Change 3729288 by Joe.Graf Added the .idea/misc.xml file generation to speed up CLion indexing Change 3729935 by Michael.Dupuis #jira UE-51722: Hide from UI invalid enum values Change 3730234 by Matt.Kuhlenschmidt Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured. #jira UE-51801 Change 3730349 by Michael.Dupuis #jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item Change 3730438 by Lauren.Ridge Cleaning up material layering UI functions Change 3730723 by Jamie.Dale Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers #jira UE-51799 Change 3731008 by Lauren.Ridge Changing Layers and Blends from proxy assets to real assets Change 3731026 by Arciel.Rekman libelf: make elf_end() visible (UE-51843). - This repairs compilation for a case when CUDA is being used. - Also added some missing files for ARM 32-bit. Change 3731081 by Lauren.Ridge New material layer test assets Change 3731186 by Josh.Engebretson Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets #jira UE-50104 Change 3731188 by Mike.Erwin Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3731682 by Arciel.Rekman UnrealEd: Allow unattended commandlets to rename/save packages. Change 3732305 by Michael.Dupuis #jira UE-48434 : Only register if the foliage type still has a valid mesh Change 3732361 by Matt.Kuhlenschmidt Fix two settings objects being created in the transient package with the same name #jira UE-51891 Change 3732895 by Josh.Engebretson https://jira.it.epicgames.net/browse/UE-51706 If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC. Adds DDC notification events for check/put and query for whether a shared DDC is in use. #jira UE-51706 Change 3733025 by Arciel.Rekman UBT: make sure new clang versions are invoked. Change 3733311 by Mike.Erwin Fix Linux compile warning from CL 3731188 It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder. Change 3733658 by Josh.Engebretson Add a missing #undef LOCTEXT_NAMESPACE Change 3734003 by Arciel.Rekman Fix Windows attempting to use printf %ls and crashing at that (UE-51934). Change 3734039 by Michael.Trepka Fixed a couple of merge issues in Mac ApplicationCore Change 3734052 by Michael.Trepka One more Mac ApplicationCore fix Change 3734244 by Lauren.Ridge Fix for accessing Slate window on render thread Change 3734950 by Josh.Engebretson Fixing clang warning Change 3734978 by Jamie.Dale Relaxed enum property importing to allow valid numeric values to be imported too This was previously made more strict which caused a regression in Data Table importing #jira UE-51848 Change 3734999 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 Change 3735268 by Matt.Kuhlenschmidt Added support for canvas based DPI scaling. -Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI -The debug canvas for stats is always dpi scaled in editor and pie. -Eliminated text scaling workaround now that the entire canvas is properly scaled -Enabled canvas scaling in cascade UI Change 3735329 by Matt.Kuhlenschmidt Fix potential crash if an asset editor has an object deleted out from under it #jira UE-51941 Change 3735502 by Arciel.Rekman Fix compile issue (bShouldUpdateScreenPercentage). Change 3735878 by Jamie.Dale Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers. Change 3735881 by Jamie.Dale JsonValue no longer stringifies whole numbers as floats Change 3735884 by Jamie.Dale Only allow enums to import integral values Change 3735912 by Josh.Engebretson Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications #jira UE-48131 Change 3736280 by Matt.Kuhlenschmidt Fix 0 dpi scale for canvases #jira UE-51995 Change 3736298 by Matt.Kuhlenschmidt Force focus of game viewports in vr mode Change 3736374 by Jamie.Dale Fixed some places where input chords were being used without testing that they had a valid key set #jira UE-51799 Change 3738543 by Matt.Kuhlenschmidt Better fix for edit condition crashes #jira UE-51886 Change 3738603 by Lauren.Ridge Copy over of drag and drop non-array onto array fix Change 3739701 by Chris.Babcock Fix crashlytics merge error #jira UE-52064 #ue4 #android [CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
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Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
bool UK2Node_FormatText::IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const
{
// Argument input pins may only be connected to Byte, Integer, Float, Text, and ETextGender pins...
const UEdGraphPin* FormatPin = GetFormatPin();
if (MyPin != FormatPin && MyPin->Direction == EGPD_Input)
{
const UEdGraphSchema_K2* K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema());
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
const FName& OtherPinCategory = OtherPin->PinType.PinCategory;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
bool bIsValidType = false;
Merging //UE5/Dev-LargeWorldCoordinates [at] 18802167 to //UE5/Release-5.0 Blueprint real number support. This change deprecates the use the of "float" and "double" types in Blueprints in favor of a new "real". By default, "real" is back by a double precision floating point number. However, it can be single precision if the number is a native float property or function parameter. This distinction won't be visible to the Blueprint user: in both instances, they'll be represented by "real" pin types. During deserialization, we'll automatically convert Blueprint pin types to use real/doubles, unless they're used to represent native code (including delegate signatures). One consequence of this change is that we need to perform implicit casts between single and double precision real numbers. During Blueprint compilation, the compiler will detect points in the graph for when either a widening or narrowing conversion needs to occur. Subsequently, the script bytecode will contain a new cast instruction that performs the conversion. This also works on container types, but each entry in the container will have to be converted. This can introduce unwanted overhead for large containers that are frequently passed between Blueprint and native code. The scope of this change affects Blueprints used by Gameplay, Animation, Control Rig, and UMG. #rb marc.audy (serialization changes) #jira UE-116484 #preflight 61f8bdd5a2514ba12ff7bdfc #ROBOMERGE-AUTHOR: dave.jones2 #ROBOMERGE-SOURCE: CL 18809077 in //UE5/Release-5.0/... via CL 18809455 via CL 18822548 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545) [CL 18823569 by dave jones2 in ue5-main branch]
2022-02-02 05:50:50 -05:00
if (OtherPinCategory == UEdGraphSchema_K2::PC_Int || OtherPinCategory == UEdGraphSchema_K2::PC_Real || OtherPinCategory == UEdGraphSchema_K2::PC_Text ||
(OtherPinCategory == UEdGraphSchema_K2::PC_Byte && !OtherPin->PinType.PinSubCategoryObject.IsValid()) ||
OtherPinCategory == UEdGraphSchema_K2::PC_Boolean || OtherPinCategory == UEdGraphSchema_K2::PC_String || OtherPinCategory == UEdGraphSchema_K2::PC_Name || OtherPinCategory == UEdGraphSchema_K2::PC_Object ||
OtherPinCategory == UEdGraphSchema_K2::PC_Wildcard || OtherPinCategory == UEdGraphSchema_K2::PC_Int64)
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
bIsValidType = true;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
else if (OtherPinCategory == UEdGraphSchema_K2::PC_Byte || OtherPinCategory == UEdGraphSchema_K2::PC_Enum)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
{
static UEnum* TextGenderEnum = FindObjectChecked<UEnum>(nullptr, TEXT("/Script/Engine.ETextGender"), /*ExactClass*/true);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
if (OtherPin->PinType.PinSubCategoryObject == TextGenderEnum)
{
bIsValidType = true;
}
}
if (!bIsValidType)
{
OutReason = LOCTEXT("Error_InvalidArgumentType", "Format arguments may only be Byte, Integer, Int64, Float, Double, Text, String, Name, Boolean, Object, Wildcard or ETextGender.").ToString();
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change 3003859 on 2016/06/07 by Alexis.Matte #jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite Change 3004132 on 2016/06/07 by Jamie.Dale Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket. This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly. Change 3004286 on 2016/06/07 by Jamie.Dale Ensured that assignments that publish new names to the bucket are atomic Change 3004310 on 2016/06/07 by Jamie.Dale Ensured FName internal hashes are returned as uint16 Change 3004381 on 2016/06/07 by Jamie.Dale FAsyncPackage now creates the meta-data before processing the remaining exports This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them. Change 3004765 on 2016/06/07 by Alex.Delesky #jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material. Change 3005754 on 2016/06/08 by Trung.Le Allow whitespace for meta class names #jira UE-31668 Change 3005755 on 2016/06/08 by Stephan.Jiang UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid #jira UE-31299 Change 3006512 on 2016/06/08 by Alex.Delesky #jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first. Change 3006760 on 2016/06/08 by Jamie.Dale Added support for stable localization keys This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict. In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict. In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages. If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package. Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this: MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game. Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date. #jira UETOOL-796 Change 3007501 on 2016/06/09 by Trung.Le #jira UE-31722 Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction. Change 3007524 on 2016/06/09 by Jamie.Dale Added some additional checks to avoid re-keying text when duplicating for PIE Change 3007564 on 2016/06/09 by Jamie.Dale PR #2401: DataTable import/export improvements (Contributed by bozaro) Change 3007653 on 2016/06/09 by Jamie.Dale PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt) Change 3008019 on 2016/06/09 by Jamie.Dale Updated structs to export as JSON when displaying them in the Data Table editor This produces much cleaner results than using the text export method (which will use the internal names for user defined structs). This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it. #jira UE-29958 Change 3008052 on 2016/06/09 by Jamie.Dale Fixed bug importing an array inside a JSON Data Table This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing. Change 3008875 on 2016/06/10 by Jamie.Dale PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts) Change 3008879 on 2016/06/10 by Jamie.Dale PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts) Change 3008990 on 2016/06/10 by Alex.Delesky #jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source. Change 3008991 on 2016/06/10 by Alex.Delesky #jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window. Change 3010856 on 2016/06/13 by Alexis.Matte #jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth. Change 3011736 on 2016/06/13 by Jamie.Dale Adding missing plurals.res file This is needed to get plural form information from ICU. #jira UETOOL-875 Change 3012387 on 2016/06/14 by Richard.TalbotWatkin Disabled the Paste context menu action if the property is marked as EditConst. #jira UE-27469 - User is able to paste values into a read-only setting Change 3012971 on 2016/06/14 by Stephan.Jiang Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder. By default, visibility for engine content is off and developers is on #jira UE-31657 Change 3013111 on 2016/06/14 by Jamie.Dale Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format. Change 3015438 on 2016/06/15 by Cody.Albert Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation) #jira UE-32082 Change 3016782 on 2016/06/16 by Richard.TalbotWatkin Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array. Change 3016949 on 2016/06/16 by Jamie.Dale Added FastDecimalFormat overloads to write into an existing string This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format). Change 3016952 on 2016/06/16 by Jamie.Dale Changed an Add for an Emplace to avoid moving a temporary Change 3016954 on 2016/06/16 by Jamie.Dale Updated some FText code to avoid creating temporary objects just to move data through a hierarchy There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data. This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit). In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful. Change 3019021 on 2016/06/19 by Richard.TalbotWatkin When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear. #jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted Change 3019022 on 2016/06/19 by Richard.TalbotWatkin Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed. #jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode #jira UE-31915 - Selecting BSP face does not show Surface Properties in Details Change 3019025 on 2016/06/19 by Richard.TalbotWatkin Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops. #jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive Change 3020050 on 2016/06/20 by Cody.Albert Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor. #jira UE-32173 Change 3021145 on 2016/06/21 by Jamie.Dale Added support for text format argument modifiers These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)". We provide a few of these by default: - |plural(key=val,...) - |ordinal(key=val,...) Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string. - |gender(masculine,feminine,[neuter]) Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string. - |hpp(consonant,vowel) Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string. Major changes: - Exposed the ICU plural form handling via FCulture::GetPluralForm. - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers). - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat). - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText). - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText). Breaking changes: - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text: - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F". - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug. Change 3021156 on 2016/06/21 by Jamie.Dale Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling This avoids the compile and link actions being split into different batches. Change 3021280 on 2016/06/21 by Richard.TalbotWatkin Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier). #jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug Change 3022949 on 2016/06/22 by Alex.Delesky #jira UE-31944 - Upgrading Subversion binaries to version 1.9.4. Change 3023092 on 2016/06/22 by Jamie.Dale Downgraded some checks to ensures and added an early out #jira UE-32009 Change 3023154 on 2016/06/22 by Jamie.Dale Ported over CL# 3018771 to the UE automation This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated). Change 3023579 on 2016/06/22 by Jamie.Dale Expanded the Blueprint FormatText node to support numeric and gender types These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text. Major changes: - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text. - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin. - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue. - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead. Change 3023915 on 2016/06/22 by Jamie.Dale Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals Change 3024813 on 2016/06/23 by Jamie.Dale Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code Change 3024852 on 2016/06/23 by Nick.Darnell FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections. Change 3024994 on 2016/06/23 by Nick.Darnell UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint. #jira UE-31155 Change 3025194 on 2016/06/23 by Alex.Delesky #jira UE-31155 - Compilation error fix. Change 3025255 on 2016/06/23 by Alex.Delesky #jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports. Change 3025460 on 2016/06/23 by Cody.Albert Fixed issue where widget components would misalign when aspect ratio was being constrained #jira UE-29637 Change 3025508 on 2016/06/23 by Cody.Albert Adding support for adjusting animation playback speed #jira UE-32222 Change 3026444 on 2016/06/24 by Jamie.Dale Fixed crash caused by bad access of shared this when closing an active IME context This was only needed to get the owner window, which we now cache when the IME context is created. #jira UE-32240 Change 3028358 on 2016/06/27 by Jamie.Dale Fixed IMEs not working due to no window being cached #jira UE-32240 Change 3028464 on 2016/06/27 by Alex.Delesky #jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out. Change 3028524 on 2016/06/27 by Chris.Wood Switched off uploads to legacy Crash Report Receiver. [UE-31252] - Switch off deprecated CRR upload in Crash Report Client Also added CRC version string, added to crash context from CRC config Change 3028840 on 2016/06/27 by Alexis.Matte #jira UE-32306 replace material bad name character by an underscore when doing a scen import. Change 3028924 on 2016/06/27 by Alexis.Matte #jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder Change 3029044 on 2016/06/27 by Alex.Delesky #jira UE-31944 - Updating SVN binaries for Mac to 1.9.4 Change 3029276 on 2016/06/27 by Alex.Delesky #jira UE-31531 - A user can now select the base class when creating a new physical material. PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside) Change 3029459 on 2016/06/27 by Alexis.Matte #jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options. Change 3030577 on 2016/06/28 by Nick.Darnell PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts) Change 3030587 on 2016/06/28 by Alexis.Matte #jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh Change 3030946 on 2016/06/28 by Alexis.Matte #jira UE-32515 prevent crash when re-import staticmesh userdata Change 3031115 on 2016/06/28 by Jamie.Dale The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed. Change 3031146 on 2016/06/28 by Jamie.Dale Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject Change 3031357 on 2016/06/28 by Nick.Darnell PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz) Change 3031515 on 2016/06/28 by Jamie.Dale Fixed game targets not being able to depend on other game targets Change 3031520 on 2016/06/28 by Jamie.Dale Localization compilation now specifies an ArchiveName to use Change 3031671 on 2016/06/28 by Nick.Darnell Editor - Checking to see if a weak variable is valid before using it in the editor build window. Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt Added ability to invert the Y axis in editor viewports for mouse look and orbit Change 3032495 on 2016/06/29 by Jamie.Dale Fixed some measuring issues with bi-directional text within a right-flowed document There were three main issues: 1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering). 2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights). 3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights). #jira UE-32526 Change 3032533 on 2016/06/29 by Nick.Darnell UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big. Change 3032855 on 2016/06/29 by Alexis.Matte #jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated #test please re-test also UE-32240 Change 3033145 on 2016/06/29 by Alex.Delesky #jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized. Change 3033147 on 2016/06/29 by Alex.Delesky #jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly. This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed. Change 3033162 on 2016/06/29 by Alex.Delesky #jira UE-31827 - Undo/redo now works in the Material function editor. Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt Fix post process settings blendable picker not being readable in the details panel Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt Fixed huge number of redundant calls to CanEditChange and DiffersFromDefault that were causing massive performance loss when thousands of objects are selected. CanEditChange and DiffersFromDefault are now cached each time a property value changes. Fixed redundant calls for getting visualizers for each selected object. This is now cached on selection Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt Fix Mass customization on the body instance not working with undo/redo or reset to default Change 3034357 on 2016/06/30 by Alex.Delesky #jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent. Change 3035915 on 2016/07/01 by Richard.TalbotWatkin Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox. #jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox Change 3035951 on 2016/07/01 by Richard.TalbotWatkin Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars. #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3036991 on 2016/07/04 by Alexis.Matte #jira UETOOL-901 Scene importer now support the rigid mesh animation Change 3037037 on 2016/07/04 by Jamie.Dale Fixed regression in editable text box alignment Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead. Change 3037057 on 2016/07/04 by Richard.TalbotWatkin Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received. #jira UE-29815 - In-game screenshot isn't working under certain circumstances Change 3037082 on 2016/07/04 by Chris.Wood Added detection of asserts and passing assert flag and crash type string to crash reports. [UE-30592] - Crash Reporter should determine crash type on client and pass string to server Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point. Change 3037095 on 2016/07/04 by Alexis.Matte Fix the bone name when duplicating a socket. Change 3037453 on 2016/07/05 by Stephan.Jiang Adding ability to animate the root wigdet #2 FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint the properties are then migrated back to the CDO #UE 31810 Change 3037487 on 2016/07/05 by Jamie.Dale Fixed crash caused by stale BP pointer #jira UE-32325 Change 3037488 on 2016/07/05 by Jamie.Dale Fixed a crash that could occur when a class and a folder had the same name Change 3037526 on 2016/07/05 by Jamie.Dale Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown. #jira UE-17688 Change 3037557 on 2016/07/05 by Alex.Delesky #jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location. The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns. Change 3037558 on 2016/07/05 by Alex.Delesky #jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened. Change 3037559 on 2016/07/05 by Alex.Delesky #jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level. Change 3037593 on 2016/07/05 by Stephan.Jiang GitHub #2549: Add function for setting the playback rate of UMG animations original code shelved in CL 3033449 #UE-32653 Change 3037605 on 2016/07/05 by Jamie.Dale Fixed infinite recursion that could happen when gather loc from an object with a custom callback #jira UE-32670 Change 3037649 on 2016/07/05 by Nick.Darnell PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,  Rama (Contributed by EverNewJoy) Change 3037652 on 2016/07/05 by Nick.Darnell Clean - Removing commented out code. Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt Fix initial hitch when dragging around in a color picker opened from a material expression node. Change 3037679 on 2016/07/05 by Nick.Darnell Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures. Change 3037757 on 2016/07/05 by Nick.Darnell PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok) Change 3037840 on 2016/07/05 by Nick.Darnell UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand. Change 3037924 on 2016/07/05 by Jamie.Dale Re-ordered variable initialization to appease a warning on Mac Change 3037981 on 2016/07/05 by Jamie.Dale Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array #jira UE-32639 Change 3038075 on 2016/07/05 by Cody.Albert Removed misleading error message in HandleCECommand #jira 28007 Change 3038231 on 2016/07/05 by Alexis.Matte #jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag. Change 3038275 on 2016/07/05 by Alex.Delesky #jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself). Change 3039310 on 2016/07/06 by Trung.Le #jira UE-25005 Change PIE Key Bindings - Removed Shift+F1 and Esc from BaseInput.ini - Created new customizable key binding for + Shift+F1: same functionality. + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session. + Shift+Esc: now will stop the play session Change 3039458 on 2016/07/06 by Trung.Le Removed unused code in StaticMeshLight.cpp Change 3039827 on 2016/07/06 by Frank.Fella FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #jira UE-31959 Change 3041094 on 2016/07/07 by Nick.Darnell WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault. #jira UE-32694 Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt Fix visualizers on blueprint actors not working when the internal components are trashed and replaced Change 3041302 on 2016/07/07 by Chris.Wood Increased buffer size for crash uploads. [UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack Trivial change in dev branch - no code review Change 3041969 on 2016/07/07 by Nick.Darnell UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel. Change 3041971 on 2016/07/07 by Nick.Darnell UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser. Change 3042612 on 2016/07/08 by Trung.Le #jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit Change 3042732 on 2016/07/08 by mitchell.wilson Adding test content for UMG Paper 2d Atlas test Change 3042780 on 2016/07/08 by mitchell.wilson Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing Change 3042870 on 2016/07/08 by mitchell.wilson Renaming UMG_Paper2d to UMG_Sprite Change 3044104 on 2016/07/10 by Nick.Darnell PR #2104: Improved widget input support (Contributed by projectgheist) Change 3044107 on 2016/07/10 by Nick.Darnell Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off. #jira UE-25750 Change 3044377 on 2016/07/11 by Chris.Wood Add Slack messaging module - Epic Friday Change 3044536 on 2016/07/11 by Alex.Delesky #jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features. Change 3044922 on 2016/07/11 by Nick.Darnell Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported. Change 3045157 on 2016/07/11 by Nick.Darnell Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat. Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe Change 3045358 on 2016/07/11 by Alex.Delesky #jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break. Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt Enable the widget reflector from the editor console by typing "widgetreflector" Change 3045387 on 2016/07/11 by Stephan.Jiang Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly. #UE-31874 Change 3046093 on 2016/07/12 by Nick.Darnell UMG - The Slider now exposes the IsFocusable option from Slate. #jira UE-32960 Change 3046094 on 2016/07/12 by Alexis.Matte #jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value. Change 3046104 on 2016/07/12 by Stephan.Jiang typo "Syc" causing the "Sync" button doesn't show Slateicon #UE-31409 Change 3046142 on 2016/07/12 by Nick.Darnell Orion - Upgrading more code to use the new input mode functions and not the deprecated ones. Change 3046165 on 2016/07/12 by Nick.Darnell UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data. #jira UE-32844 Change 3046255 on 2016/07/12 by Nick.Darnell UT - More build warning fixes for the new Input Mode methods. Change 3046604 on 2016/07/12 by Richard.Hinckley Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard. Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt Better way of summoning the widget reflector from the console Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only Change 3048754 on 2016/07/13 by Trung.Le #jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands Change 3048756 on 2016/07/13 by Trung.Le Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable Change 3048865 on 2016/07/13 by Trung.Le #jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly Change 3048892 on 2016/07/13 by Nick.Darnell UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance. #jira UE-33250 Change 3049096 on 2016/07/13 by Trung.Le Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game. #jira UE-33259 Change 3049177 on 2016/07/13 by Stephan.Jiang Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer. #UE-33016 Change 3049726 on 2016/07/14 by Stephan.Jiang Adding icons for terrain mirror tool #UE-20588 Change 3049957 on 2016/07/14 by Nick.Darnell Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like. Change 3049994 on 2016/07/14 by Stephan.Jiang Set viewed animtion to current animtion after switching from Graph to Designer (This is for "No Animation Selected" showing up when switching) #UE-33016 Change 3050194 on 2016/07/14 by Stephan.Jiang Added ability to replace the widget the track is currently bound to Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer #UE-31809 [CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
return true;
}
}
return Super::IsConnectionDisallowed(MyPin, OtherPin, OutReason);
}
FText UK2Node_FormatText::GetArgumentName(int32 InIndex) const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
if (InIndex < PinNames.Num())
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
return FText::FromName(PinNames[InIndex]);
}
return FText::GetEmpty();
}
void UK2Node_FormatText::AddArgumentPin()
{
const FScopedTransaction Transaction( NSLOCTEXT("Kismet", "AddArgumentPin", "Add Argument Pin") );
Modify();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
const FName PinName(GetUniquePinName());
CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Wildcard, PinName);
PinNames.Add(PinName);
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
GetGraph()->NotifyNodeChanged(this);
}
void UK2Node_FormatText::RemoveArgument(int32 InIndex)
{
const FScopedTransaction Transaction( NSLOCTEXT("Kismet", "RemoveArgumentPin", "Remove Argument Pin") );
Modify();
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927746 on 2016/03/30 by Michael.Schoell Local variables in function graphs will now store a hard reference to their UObject value. Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint. #jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native Change 2927751 on 2016/03/30 by Michael.Schoell Back out changelist 2927746 Change 2986483 on 2016/05/23 by Maciej.Mroz #jira UE-30976 Editable enum values set on an instance are lost during nativization Added overriden names of Enum keys. Change 2986712 on 2016/05/23 by Phillip.Kavan [UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class. change summary: - modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root. Change 2987406 on 2016/05/23 by Ryan.Rauschkolb Fixed Functions filter in Find-In-Blueprints will show components from the SCS #jira UE-30140 Change 2988925 on 2016/05/24 by Ryan.Rauschkolb Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph. #jira UE-20232 Change 2989001 on 2016/05/24 by Dan.Oconnor PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner) #jira UE-31142 Change 2989447 on 2016/05/25 by Phillip.Kavan [UE-30807] Propagate edit condition property value changes to instances of template objects. change summary: - modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO) Change 2989804 on 2016/05/25 by Phillip.Kavan [UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class. change summary: - modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component Change 2990234 on 2016/05/25 by Ryan.Rauschkolb Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph #jira UE-4426 Change 2990566 on 2016/05/25 by Mike.Beach Better warn logging to help locate variable nodes that emit a "variable not found" message. Change 2991083 on 2016/05/26 by Maciej.Mroz Blueprint nativization: converted classes have "config" specified. Change 2991363 on 2016/05/26 by Phillip.Kavan [UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components. change summary: - modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text - modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed) - modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass - modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects Change 2992990 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node #jira UE-21973 Change 2992995 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked. #jira UE-30990 Change 2993449 on 2016/05/27 by Phillip.Kavan [UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing. change summary: - modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type. Change 2993531 on 2016/05/27 by Mike.Beach PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell) Change 2993969 on 2016/05/30 by Maciej.Mroz UE-30729 Crash in Native Orion when selecting Sword or Tomahawk Clear AsyncLoading in subobjects. Change 2993990 on 2016/05/30 by Phillip.Kavan [UE-30984] Exclude reroute nodes from Blueprint profiler node mapping. change summary: - modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links. - modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links. - modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points. - modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points. Change 2994591 on 2016/05/31 by Ryan.Rauschkolb Fixed issue where inherited Blueprint variable would not show parent's replications settings #jira UE-18912 Change 2994613 on 2016/05/31 by Ben.Cosh Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal. #Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher #Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy #Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler #Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab #Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status #Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented #Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out #Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean" #Jira UE-31377 - BP Profiler - Default tree view filtering to off #Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP #Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)" Notes:- - Sequence node inclusive time fixed - Trace History tidy up - Compile Icon and status messages for instrumentation - Message in the profiler tab for instrumentation - Profiler view tidy up and heat thresholds controls added - fixed the summed execution branch stats - fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396 - added hottest path and hottest endpoint wire heatmaps - switched off the graph filter by default - added total time for the heatmaps - fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code Change 2995058 on 2016/05/31 by Phillip.Kavan [UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running. change summary: - modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class. - modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context. Change 2995218 on 2016/05/31 by Phillip.Kavan [UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size. change summary: - modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout. Change 2996417 on 2016/06/01 by Phillip.Kavan [UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor. change summary: - modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object. Change 2997001 on 2016/06/01 by Ryan.Rauschkolb Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component #jira UE-30143 Change 2997521 on 2016/06/02 by Maciej.Mroz [Blueprint Nativization] - Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h - Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated. Change 2997522 on 2016/06/02 by Maciej.Mroz Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization) Change 2997638 on 2016/06/02 by Maciej.Mroz Improvements for Blueprint Nativization: - Overridden names in nativized code have proper escape characters (in generated code). - OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared - Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>) - warning C4883 is disabled in .generated.cpp files for nativized module Change 2997639 on 2016/06/02 by Maciej.Mroz Minor improvements in Ocean gameplay code. Required for Blueprint Nativization. #jira UE-28945 Failure packaging Nativized Ocean Change 2997656 on 2016/06/02 by Maciej.Mroz Various improvements in BlueprintCompilerCppBackend: - Fixed interface cast - Fixed TSwitchValue issue (when used with literals) - Fixed improper name for NativeBlueprintEvent (when calling parent's implementation) - Fixed bitfield getter code. - Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums) - operator == is generated for nativized structs - Fixed AssedId (AssetPtr) constructor in nativized code. - Fixed arrays of noexport struct - Fixed missing headers for native single cast delegate signature. - Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata. Change 2997691 on 2016/06/02 by Maciej.Mroz operator == in FText. It is required for some functions in TArray<FText> Change 2997793 on 2016/06/02 by Ben.Cosh Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter #Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh #Proj BlueprintProfiler, Kismet Change 2997901 on 2016/06/02 by Maciej.Mroz Back out changelist 2997691 Change 2998038 on 2016/06/02 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2998052 on 2016/06/02 by Ryan.Rauschkolb Fixed Comment bubbles not remembering changes after losing focus #jira UE-20012 Change 2998450 on 2016/06/02 by Phillip.Kavan [UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata. change summary: - modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it. Change 2999763 on 2016/06/03 by Mike.Beach Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes. #jira UE-26761 Change 2999768 on 2016/06/03 by Maciej.Mroz #jira UE-31592, UE-31593 This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty. Change 2999770 on 2016/06/03 by Maciej.Mroz [Blueprint Nativization] Workaround for missing ==operator in native structures. The generated code uses special version of array funtions. Change 2999798 on 2016/06/03 by Mike.Beach Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor. #jira UE-31522 Change 2999941 on 2016/06/03 by Mike.Beach Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning). #jira UE-23371 Change 3001731 on 2016/06/06 by Phillip.Kavan [UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target. change summary: - modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events. - modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field. - modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals. - modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events. Change 3002075 on 2016/06/06 by Maciej.Mroz Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend. Literal expression can be emitted without known desitination property. #jira UE-28443 Set Boolean (by ref) crashes the editor on compile Change 3002096 on 2016/06/06 by Ben.Cosh This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs. #Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called #Proj BlueprintProfiler Change 3002108 on 2016/06/06 by Ben.Cosh Adds a new default option to average the blueprint level stats in the profiler. #Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged #Proj Kismet, BlueprintProfiler - The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward. Change 3002782 on 2016/06/06 by samuel.proctor Test assets for Interface testing Change 3003826 on 2016/06/07 by Ben.Cosh A few minor visual improvements for the blueprint profiler. #Proj Kismet, BlueprintProfiler, EditorStyle - Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors. - Updated the pure node icon. Change 3004067 on 2016/06/07 by samuel.proctor New test asset for blueprint interfaces Change 3004069 on 2016/06/07 by samuel.proctor Updating asset for Interface testing Change 3004275 on 2016/06/07 by Ryan.Rauschkolb Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility #jira UE-23733 Change 3004329 on 2016/06/07 by Dan.Oconnor EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced. Change 3004418 on 2016/06/07 by Maciej.Mroz KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value. Change 3004496 on 2016/06/07 by Dan.Oconnor Disabling expensive pin allocation tracking Change 3004649 on 2016/06/07 by Mike.Beach Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors). #jira UE-31236 Change 3004667 on 2016/06/07 by Dan.Oconnor Removed my debugging logic Change 3004848 on 2016/06/07 by Dan.Oconnor Fix spammy ensure Change 3004871 on 2016/06/07 by Phillip.Kavan [UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view. change summary: - modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO). - modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts. Change 3005203 on 2016/06/07 by Dan.Oconnor Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems #jira UE-31750 Change 3005441 on 2016/06/08 by Maciej.Mroz #jira UE-31625 Crash in nativized Orion AssembleReferenceTokenStream is called for Dynamic Classes: - in ConstructDynamicType() (when class is explicitly loaded) - in __CustomDynamicClassInitialization() (when CDO is created) Change 3005540 on 2016/06/08 by Ben.Cosh This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring. #Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE #Proj BlueprintProfiler, Kismet - The jira was already fixed but I think this change improves the instance status clarity Change 3006196 on 2016/06/08 by Dan.Oconnor Copy/paste logic for pin connections got lost in the shuffle #jira UE-31747 Change 3006416 on 2016/06/08 by Phillip.Kavan [UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order). change summary: - modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load. Change 3006522 on 2016/06/08 by Dan.Oconnor Under rare circumstances a deprecated pin comes in that is outered to the transient package #jira UE-31779 Change 3006576 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds #jira UE-31796 Change 3006610 on 2016/06/08 by Phillip.Kavan [UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance. change summary: - modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO. Change 3006824 on 2016/06/08 by Dan.Oconnor More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays #jira UE-31794 Change 3006828 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds Change 3006857 on 2016/06/08 by Dan.Oconnor Investigating shutdown ensure, traced back to a static UEdGraphPin Change 3006907 on 2016/06/08 by Dan.Oconnor Noneditor build fix Change 3006929 on 2016/06/08 by Dan.Oconnor Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779 Change 3007133 on 2016/06/09 by Ben.Cosh Fix for issue in the profiler asserting creating pins that don't have unique names. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler - I believe this was recently introduced with the changes to UEdGraphPin's Change 3007964 on 2016/06/09 by Dan.Oconnor Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo #jira UE-31829 Change 3007996 on 2016/06/09 by Ryan.Rauschkolb Added 'empty' keyword to Array Clear Node. #jira UE-12356 Change 3008007 on 2016/06/09 by Ryan.Rauschkolb Added 'negate' keyword to boolean NOT node #jira UE-12490 Change 3008011 on 2016/06/09 by Ryan.Rauschkolb Added Vector2D * Vector2D multiplication node #jira UE-31503 Change 3008014 on 2016/06/09 by Ryan.Rauschkolb Fixed Cannot connect Make Array node output to MakeArray input with split pins #jira UE-28530 Change 3008243 on 2016/06/09 by Dan.Oconnor Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe' #jira UE-31841 Change 3008289 on 2016/06/09 by Dan.Oconnor Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later #jira UE-31794 Change 3008422 on 2016/06/09 by Dan.Oconnor Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out) #jira UE-31857 Change 3009164 on 2016/06/10 by Ryan.Rauschkolb Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel. #jira UE-21141,UE-23723 Change 3009165 on 2016/06/10 by Ryan.Rauschkolb Fixed Structure Default value editor collapses after undoing an alteration of a default value #jira UE-31741 Change 3009181 on 2016/06/10 by Ryan.Rauschkolb Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh #jira UE-30014 Change 3009313 on 2016/06/10 by Mike.Beach Addressing issues with function return nodes in multiple ways: - Preventing users from deleting return nodes for overriden/inherited functions. - Also making sure that we create terminals for out params when the return node is disconnected (and pruned). - Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function). #jira UE-31418 Change 3009595 on 2016/06/10 by Dan.Oconnor EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile #jira UE-31879 Change 3009774 on 2016/06/10 by Dan.Oconnor Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return #jira UE-31906 Change 3009988 on 2016/06/10 by Dan.Oconnor Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization #jira UE-31888 Change 3010050 on 2016/06/10 by Dan.Oconnor Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved #jira UE-31892 Change 3010071 on 2016/06/10 by Dan.Oconnor Fix for pasting when owning node has whitespace in result of GetPathName #jira UE-31898 #coderview Bob.Tellez Change 3010244 on 2016/06/11 by Dan.Oconnor Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870 Change 3010630 on 2016/06/13 by Dan.Oconnor No longer relying on path name for pin resolution, path is unstable across graphs #jira UE-31870 Change 3010647 on 2016/06/13 by Dan.Oconnor PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays) #jira UE-31928 Change 3011175 on 2016/06/13 by Ben.Cosh Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance. #Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert #Proj Kismet, BlueprintProfiler - Ensured that the trace paths contain the macro instance exec nodes - Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates. - Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does. Change 3011271 on 2016/06/13 by Ben.Cosh This adds support for inherited blueprint classes to the blueprint profiler. #Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler Change 3011556 on 2016/06/13 by Ryan.Rauschkolb Fixed Crash when breaking link to a split pin in MakeArray that is an array type #jira UE-31919 Change 3011624 on 2016/06/13 by Dan.Oconnor Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating. #jira UE-31955 Change 3011984 on 2016/06/13 by Dan.Oconnor Sanitizing parentpin's subpins when destroying a pin #jira UE-21392 Change 3012894 on 2016/06/14 by Phillip.Kavan [UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing. change summary: - modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types. #jira UE-30922 Change 3013037 on 2016/06/14 by Ryan.Rauschkolb Fixed Crash when connecting to a split pin in a MakeArray node that has no connections #jira UE-31917 Change 3014846 on 2016/06/15 by Dan.Oconnor No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change) #jira FORT-23753 Change 3015014 on 2016/06/15 by Dan.Oconnor Removing poorly implement IsLetter function Change 3015142 on 2016/06/15 by Dan.Oconnor More intentional about removing subpins, prevents stale iterator on split pin collapse #jira UE-32072 Change 3016326 on 2016/06/16 by Ryan.Rauschkolb Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values #jira UE-32016 Change 3016494 on 2016/06/16 by Ryan.Rauschkolb Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class #jira UE-31876 Change 3016557 on 2016/06/16 by Dan.Oconnor Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark #jira FORT-23753 Change 3016577 on 2016/06/16 by Ryan.Rauschkolb Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType Change 3016906 on 2016/06/16 by Dan.Oconnor Back out changelist 3016557 This will be done by Jamie.Dale in Dev-Editor Change 3018081 on 2016/06/17 by Phillip.Kavan [UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus) #jira UE-31832 Change 3018402 on 2016/06/17 by Dan.Oconnor Missing include Change 3018426 on 2016/06/17 by Ryan.Rauschkolb Fixed MakeArray node with split pins and no connections does not paste correctly #jira UE-32148 Change 3018452 on 2016/06/17 by Mike.Beach Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load). #jira UE-32158 Change 3018456 on 2016/06/17 by Dan.Oconnor Fix for static analysis warning, this null check does nothing Change 3018595 on 2016/06/17 by Mike.Beach Fix for shadowed variable warning in CIS. Change 3018699 on 2016/06/17 by Mike.Beach Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing). Change 3019734 on 2016/06/20 by Phillip.Kavan [UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes. change summary: - added a UK2Node_AddComponent::PostDuplicate() override - moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides. notes: - will prevent getting into the scenario described in UE-31831 #jira UE-32064 Change 3020635 on 2016/06/20 by Dan.Oconnor Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile) Change 3020894 on 2016/06/21 by Maciej.Mroz #2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell) Change 3020958 on 2016/06/21 by Ben.Cosh This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling. #Jira UE-32270 - Input key events generate extra instrumentation data per key press #Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation. #Proj BlueprintProfiler, UnrealEd Change 3021316 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where Copy/Paste of event nodes would not retain link information Change 3021826 on 2016/06/21 by Phillip.Kavan [UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object. change summary: - added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API - modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates #jira UE-31831 Change 3022047 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where copy/paste of return nodes would not preserve value or link data #jira UE-26937 Change 3022619 on 2016/06/22 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added. It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry. Fixed GameplayCueManager. Nativized cues can be found. This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage). Change 3022654 on 2016/06/22 by Maciej.Mroz FBackendHelperStaticSearchableValues -fixed too strict ensure Change 3023067 on 2016/06/22 by Maciej.Mroz #jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor. Change 3023222 on 2016/06/22 by Ryan.Rauschkolb Fixed MakeArray node elements break when editing struct elements #jira UE-21392 Change 3023405 on 2016/06/22 by Mike.Beach Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran). #jira UE-31897 Change 3023992 on 2016/06/22 by Mike.Beach Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions. #jira UE-31859 [CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
if (UEdGraphPin* ArgumentPin = FindArgumentPin(PinNames[InIndex]))
{
Pins.Remove(ArgumentPin);
ArgumentPin->MarkAsGarbage();
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927746 on 2016/03/30 by Michael.Schoell Local variables in function graphs will now store a hard reference to their UObject value. Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint. #jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native Change 2927751 on 2016/03/30 by Michael.Schoell Back out changelist 2927746 Change 2986483 on 2016/05/23 by Maciej.Mroz #jira UE-30976 Editable enum values set on an instance are lost during nativization Added overriden names of Enum keys. Change 2986712 on 2016/05/23 by Phillip.Kavan [UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class. change summary: - modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root. Change 2987406 on 2016/05/23 by Ryan.Rauschkolb Fixed Functions filter in Find-In-Blueprints will show components from the SCS #jira UE-30140 Change 2988925 on 2016/05/24 by Ryan.Rauschkolb Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph. #jira UE-20232 Change 2989001 on 2016/05/24 by Dan.Oconnor PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner) #jira UE-31142 Change 2989447 on 2016/05/25 by Phillip.Kavan [UE-30807] Propagate edit condition property value changes to instances of template objects. change summary: - modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO) Change 2989804 on 2016/05/25 by Phillip.Kavan [UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class. change summary: - modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component Change 2990234 on 2016/05/25 by Ryan.Rauschkolb Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph #jira UE-4426 Change 2990566 on 2016/05/25 by Mike.Beach Better warn logging to help locate variable nodes that emit a "variable not found" message. Change 2991083 on 2016/05/26 by Maciej.Mroz Blueprint nativization: converted classes have "config" specified. Change 2991363 on 2016/05/26 by Phillip.Kavan [UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components. change summary: - modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text - modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed) - modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass - modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects Change 2992990 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node #jira UE-21973 Change 2992995 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked. #jira UE-30990 Change 2993449 on 2016/05/27 by Phillip.Kavan [UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing. change summary: - modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type. Change 2993531 on 2016/05/27 by Mike.Beach PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell) Change 2993969 on 2016/05/30 by Maciej.Mroz UE-30729 Crash in Native Orion when selecting Sword or Tomahawk Clear AsyncLoading in subobjects. Change 2993990 on 2016/05/30 by Phillip.Kavan [UE-30984] Exclude reroute nodes from Blueprint profiler node mapping. change summary: - modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links. - modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links. - modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points. - modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points. Change 2994591 on 2016/05/31 by Ryan.Rauschkolb Fixed issue where inherited Blueprint variable would not show parent's replications settings #jira UE-18912 Change 2994613 on 2016/05/31 by Ben.Cosh Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal. #Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher #Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy #Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler #Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab #Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status #Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented #Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out #Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean" #Jira UE-31377 - BP Profiler - Default tree view filtering to off #Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP #Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)" Notes:- - Sequence node inclusive time fixed - Trace History tidy up - Compile Icon and status messages for instrumentation - Message in the profiler tab for instrumentation - Profiler view tidy up and heat thresholds controls added - fixed the summed execution branch stats - fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396 - added hottest path and hottest endpoint wire heatmaps - switched off the graph filter by default - added total time for the heatmaps - fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code Change 2995058 on 2016/05/31 by Phillip.Kavan [UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running. change summary: - modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class. - modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context. Change 2995218 on 2016/05/31 by Phillip.Kavan [UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size. change summary: - modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout. Change 2996417 on 2016/06/01 by Phillip.Kavan [UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor. change summary: - modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object. Change 2997001 on 2016/06/01 by Ryan.Rauschkolb Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component #jira UE-30143 Change 2997521 on 2016/06/02 by Maciej.Mroz [Blueprint Nativization] - Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h - Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated. Change 2997522 on 2016/06/02 by Maciej.Mroz Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization) Change 2997638 on 2016/06/02 by Maciej.Mroz Improvements for Blueprint Nativization: - Overridden names in nativized code have proper escape characters (in generated code). - OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared - Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>) - warning C4883 is disabled in .generated.cpp files for nativized module Change 2997639 on 2016/06/02 by Maciej.Mroz Minor improvements in Ocean gameplay code. Required for Blueprint Nativization. #jira UE-28945 Failure packaging Nativized Ocean Change 2997656 on 2016/06/02 by Maciej.Mroz Various improvements in BlueprintCompilerCppBackend: - Fixed interface cast - Fixed TSwitchValue issue (when used with literals) - Fixed improper name for NativeBlueprintEvent (when calling parent's implementation) - Fixed bitfield getter code. - Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums) - operator == is generated for nativized structs - Fixed AssedId (AssetPtr) constructor in nativized code. - Fixed arrays of noexport struct - Fixed missing headers for native single cast delegate signature. - Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata. Change 2997691 on 2016/06/02 by Maciej.Mroz operator == in FText. It is required for some functions in TArray<FText> Change 2997793 on 2016/06/02 by Ben.Cosh Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter #Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh #Proj BlueprintProfiler, Kismet Change 2997901 on 2016/06/02 by Maciej.Mroz Back out changelist 2997691 Change 2998038 on 2016/06/02 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2998052 on 2016/06/02 by Ryan.Rauschkolb Fixed Comment bubbles not remembering changes after losing focus #jira UE-20012 Change 2998450 on 2016/06/02 by Phillip.Kavan [UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata. change summary: - modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it. Change 2999763 on 2016/06/03 by Mike.Beach Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes. #jira UE-26761 Change 2999768 on 2016/06/03 by Maciej.Mroz #jira UE-31592, UE-31593 This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty. Change 2999770 on 2016/06/03 by Maciej.Mroz [Blueprint Nativization] Workaround for missing ==operator in native structures. The generated code uses special version of array funtions. Change 2999798 on 2016/06/03 by Mike.Beach Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor. #jira UE-31522 Change 2999941 on 2016/06/03 by Mike.Beach Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning). #jira UE-23371 Change 3001731 on 2016/06/06 by Phillip.Kavan [UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target. change summary: - modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events. - modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field. - modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals. - modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events. Change 3002075 on 2016/06/06 by Maciej.Mroz Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend. Literal expression can be emitted without known desitination property. #jira UE-28443 Set Boolean (by ref) crashes the editor on compile Change 3002096 on 2016/06/06 by Ben.Cosh This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs. #Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called #Proj BlueprintProfiler Change 3002108 on 2016/06/06 by Ben.Cosh Adds a new default option to average the blueprint level stats in the profiler. #Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged #Proj Kismet, BlueprintProfiler - The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward. Change 3002782 on 2016/06/06 by samuel.proctor Test assets for Interface testing Change 3003826 on 2016/06/07 by Ben.Cosh A few minor visual improvements for the blueprint profiler. #Proj Kismet, BlueprintProfiler, EditorStyle - Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors. - Updated the pure node icon. Change 3004067 on 2016/06/07 by samuel.proctor New test asset for blueprint interfaces Change 3004069 on 2016/06/07 by samuel.proctor Updating asset for Interface testing Change 3004275 on 2016/06/07 by Ryan.Rauschkolb Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility #jira UE-23733 Change 3004329 on 2016/06/07 by Dan.Oconnor EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced. Change 3004418 on 2016/06/07 by Maciej.Mroz KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value. Change 3004496 on 2016/06/07 by Dan.Oconnor Disabling expensive pin allocation tracking Change 3004649 on 2016/06/07 by Mike.Beach Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors). #jira UE-31236 Change 3004667 on 2016/06/07 by Dan.Oconnor Removed my debugging logic Change 3004848 on 2016/06/07 by Dan.Oconnor Fix spammy ensure Change 3004871 on 2016/06/07 by Phillip.Kavan [UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view. change summary: - modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO). - modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts. Change 3005203 on 2016/06/07 by Dan.Oconnor Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems #jira UE-31750 Change 3005441 on 2016/06/08 by Maciej.Mroz #jira UE-31625 Crash in nativized Orion AssembleReferenceTokenStream is called for Dynamic Classes: - in ConstructDynamicType() (when class is explicitly loaded) - in __CustomDynamicClassInitialization() (when CDO is created) Change 3005540 on 2016/06/08 by Ben.Cosh This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring. #Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE #Proj BlueprintProfiler, Kismet - The jira was already fixed but I think this change improves the instance status clarity Change 3006196 on 2016/06/08 by Dan.Oconnor Copy/paste logic for pin connections got lost in the shuffle #jira UE-31747 Change 3006416 on 2016/06/08 by Phillip.Kavan [UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order). change summary: - modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load. Change 3006522 on 2016/06/08 by Dan.Oconnor Under rare circumstances a deprecated pin comes in that is outered to the transient package #jira UE-31779 Change 3006576 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds #jira UE-31796 Change 3006610 on 2016/06/08 by Phillip.Kavan [UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance. change summary: - modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO. Change 3006824 on 2016/06/08 by Dan.Oconnor More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays #jira UE-31794 Change 3006828 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds Change 3006857 on 2016/06/08 by Dan.Oconnor Investigating shutdown ensure, traced back to a static UEdGraphPin Change 3006907 on 2016/06/08 by Dan.Oconnor Noneditor build fix Change 3006929 on 2016/06/08 by Dan.Oconnor Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779 Change 3007133 on 2016/06/09 by Ben.Cosh Fix for issue in the profiler asserting creating pins that don't have unique names. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler - I believe this was recently introduced with the changes to UEdGraphPin's Change 3007964 on 2016/06/09 by Dan.Oconnor Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo #jira UE-31829 Change 3007996 on 2016/06/09 by Ryan.Rauschkolb Added 'empty' keyword to Array Clear Node. #jira UE-12356 Change 3008007 on 2016/06/09 by Ryan.Rauschkolb Added 'negate' keyword to boolean NOT node #jira UE-12490 Change 3008011 on 2016/06/09 by Ryan.Rauschkolb Added Vector2D * Vector2D multiplication node #jira UE-31503 Change 3008014 on 2016/06/09 by Ryan.Rauschkolb Fixed Cannot connect Make Array node output to MakeArray input with split pins #jira UE-28530 Change 3008243 on 2016/06/09 by Dan.Oconnor Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe' #jira UE-31841 Change 3008289 on 2016/06/09 by Dan.Oconnor Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later #jira UE-31794 Change 3008422 on 2016/06/09 by Dan.Oconnor Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out) #jira UE-31857 Change 3009164 on 2016/06/10 by Ryan.Rauschkolb Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel. #jira UE-21141,UE-23723 Change 3009165 on 2016/06/10 by Ryan.Rauschkolb Fixed Structure Default value editor collapses after undoing an alteration of a default value #jira UE-31741 Change 3009181 on 2016/06/10 by Ryan.Rauschkolb Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh #jira UE-30014 Change 3009313 on 2016/06/10 by Mike.Beach Addressing issues with function return nodes in multiple ways: - Preventing users from deleting return nodes for overriden/inherited functions. - Also making sure that we create terminals for out params when the return node is disconnected (and pruned). - Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function). #jira UE-31418 Change 3009595 on 2016/06/10 by Dan.Oconnor EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile #jira UE-31879 Change 3009774 on 2016/06/10 by Dan.Oconnor Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return #jira UE-31906 Change 3009988 on 2016/06/10 by Dan.Oconnor Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization #jira UE-31888 Change 3010050 on 2016/06/10 by Dan.Oconnor Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved #jira UE-31892 Change 3010071 on 2016/06/10 by Dan.Oconnor Fix for pasting when owning node has whitespace in result of GetPathName #jira UE-31898 #coderview Bob.Tellez Change 3010244 on 2016/06/11 by Dan.Oconnor Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870 Change 3010630 on 2016/06/13 by Dan.Oconnor No longer relying on path name for pin resolution, path is unstable across graphs #jira UE-31870 Change 3010647 on 2016/06/13 by Dan.Oconnor PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays) #jira UE-31928 Change 3011175 on 2016/06/13 by Ben.Cosh Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance. #Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert #Proj Kismet, BlueprintProfiler - Ensured that the trace paths contain the macro instance exec nodes - Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates. - Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does. Change 3011271 on 2016/06/13 by Ben.Cosh This adds support for inherited blueprint classes to the blueprint profiler. #Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler Change 3011556 on 2016/06/13 by Ryan.Rauschkolb Fixed Crash when breaking link to a split pin in MakeArray that is an array type #jira UE-31919 Change 3011624 on 2016/06/13 by Dan.Oconnor Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating. #jira UE-31955 Change 3011984 on 2016/06/13 by Dan.Oconnor Sanitizing parentpin's subpins when destroying a pin #jira UE-21392 Change 3012894 on 2016/06/14 by Phillip.Kavan [UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing. change summary: - modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types. #jira UE-30922 Change 3013037 on 2016/06/14 by Ryan.Rauschkolb Fixed Crash when connecting to a split pin in a MakeArray node that has no connections #jira UE-31917 Change 3014846 on 2016/06/15 by Dan.Oconnor No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change) #jira FORT-23753 Change 3015014 on 2016/06/15 by Dan.Oconnor Removing poorly implement IsLetter function Change 3015142 on 2016/06/15 by Dan.Oconnor More intentional about removing subpins, prevents stale iterator on split pin collapse #jira UE-32072 Change 3016326 on 2016/06/16 by Ryan.Rauschkolb Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values #jira UE-32016 Change 3016494 on 2016/06/16 by Ryan.Rauschkolb Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class #jira UE-31876 Change 3016557 on 2016/06/16 by Dan.Oconnor Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark #jira FORT-23753 Change 3016577 on 2016/06/16 by Ryan.Rauschkolb Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType Change 3016906 on 2016/06/16 by Dan.Oconnor Back out changelist 3016557 This will be done by Jamie.Dale in Dev-Editor Change 3018081 on 2016/06/17 by Phillip.Kavan [UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus) #jira UE-31832 Change 3018402 on 2016/06/17 by Dan.Oconnor Missing include Change 3018426 on 2016/06/17 by Ryan.Rauschkolb Fixed MakeArray node with split pins and no connections does not paste correctly #jira UE-32148 Change 3018452 on 2016/06/17 by Mike.Beach Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load). #jira UE-32158 Change 3018456 on 2016/06/17 by Dan.Oconnor Fix for static analysis warning, this null check does nothing Change 3018595 on 2016/06/17 by Mike.Beach Fix for shadowed variable warning in CIS. Change 3018699 on 2016/06/17 by Mike.Beach Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing). Change 3019734 on 2016/06/20 by Phillip.Kavan [UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes. change summary: - added a UK2Node_AddComponent::PostDuplicate() override - moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides. notes: - will prevent getting into the scenario described in UE-31831 #jira UE-32064 Change 3020635 on 2016/06/20 by Dan.Oconnor Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile) Change 3020894 on 2016/06/21 by Maciej.Mroz #2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell) Change 3020958 on 2016/06/21 by Ben.Cosh This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling. #Jira UE-32270 - Input key events generate extra instrumentation data per key press #Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation. #Proj BlueprintProfiler, UnrealEd Change 3021316 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where Copy/Paste of event nodes would not retain link information Change 3021826 on 2016/06/21 by Phillip.Kavan [UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object. change summary: - added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API - modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates #jira UE-31831 Change 3022047 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where copy/paste of return nodes would not preserve value or link data #jira UE-26937 Change 3022619 on 2016/06/22 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added. It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry. Fixed GameplayCueManager. Nativized cues can be found. This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage). Change 3022654 on 2016/06/22 by Maciej.Mroz FBackendHelperStaticSearchableValues -fixed too strict ensure Change 3023067 on 2016/06/22 by Maciej.Mroz #jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor. Change 3023222 on 2016/06/22 by Ryan.Rauschkolb Fixed MakeArray node elements break when editing struct elements #jira UE-21392 Change 3023405 on 2016/06/22 by Mike.Beach Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran). #jira UE-31897 Change 3023992 on 2016/06/22 by Mike.Beach Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions. #jira UE-31859 [CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
}
PinNames.RemoveAt(InIndex);
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
GetGraph()->NotifyNodeChanged(this);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
void UK2Node_FormatText::SetArgumentName(int32 InIndex, FName InName)
{
PinNames[InIndex] = InName;
ReconstructNode();
FBlueprintEditorUtils::MarkBlueprintAsModified(GetBlueprint());
}
void UK2Node_FormatText::SwapArguments(int32 InIndexA, int32 InIndexB)
{
check(InIndexA < PinNames.Num());
check(InIndexB < PinNames.Num());
PinNames.Swap(InIndexA, InIndexB);
ReconstructNode();
GetGraph()->NotifyNodeChanged(this);
FBlueprintEditorUtils::MarkBlueprintAsModified(GetBlueprint());
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
UEdGraphPin* UK2Node_FormatText::GetFormatPin() const
{
if (!CachedFormatPin)
{
const_cast<UK2Node_FormatText*>(this)->CachedFormatPin = FindPinChecked(FFormatTextNodeHelper::GetFormatPinName());
}
return CachedFormatPin;
}
void UK2Node_FormatText::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// actions get registered under specific object-keys; the idea is that
// actions might have to be updated (or deleted) if their object-key is
// mutated (or removed)... here we use the node's class (so if the node
// type disappears, then the action should go with it)
UClass* ActionKey = GetClass();
// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
// check to make sure that the registrar is looking for actions of this type
// (could be regenerating actions for a specific asset, and therefore the
// registrar would only accept actions corresponding to that asset)
if (ActionRegistrar.IsOpenForRegistration(ActionKey))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
FText UK2Node_FormatText::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Text);
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#undef LOCTEXT_NAMESPACE