2019-12-26 15:33:43 -05:00
// Copyright Epic Games, Inc. All Rights Reserved.
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "K2Node_FunctionEntry.h"
2021-03-25 16:51:36 -04:00
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
# include "Animation/AnimBlueprint.h"
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# include "BPTerminal.h"
# include "BlueprintCompiledStatement.h"
# include "Containers/EnumAsByte.h"
# include "Containers/IndirectArray.h"
# include "Containers/Map.h"
# include "CoreGlobals.h"
# include "DiffResults.h"
# include "EdGraph/EdGraph.h"
# include "EdGraph/EdGraphPin.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 "EdGraph/EdGraphSchema.h"
# include "EdGraphSchema_K2.h"
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# include "EdGraphUtilities.h"
# include "Engine/Blueprint.h"
# include "Engine/MemberReference.h"
# include "EngineLogs.h"
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# include "FindInBlueprintManager.h"
# include "FindInBlueprints.h"
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# include "HAL/PlatformCrt.h"
# include "Internationalization/Internationalization.h"
2015-06-17 10:48:10 -04:00
# include "K2Node_CallFunction.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden
#rb
============================
MAJOR FEATURES & CHANGES
============================
Change 4007876 by Ben.Zeigler
Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller
The player starts with 0 souls, but I hooked up the + on the souls display to grant 50
Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup
Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design
Change 4008251 by Mieszko.Zielinski
PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist)
Also addresses #jira UE-57869
Change 4008530 by Ben.Zeigler
Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue
Change 4008694 by Ben.Zeigler
Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie
This option is disabled by default because game-specific tick functions may be doing unsafe slate operations
Change 4008698 by Ben.Zeigler
Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that
This depends on engine tick working from the loading movie, a feature I just added
Change 4008699 by Ben.Zeigler
Add SaveGame flag to gameplay tags so they can be used for native save systems
Change 4008941 by Ben.Zeigler
Hook up Fireball using new functions that allow applying an effect container spec from a projectile
Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next
Rename some ability functions to make them shorter
Change 4008943 by Dan.Oconnor
Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text
#jira UE-56478
Change 4010465 by Marc.Audy
Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels.
Change 4010508 by Marc.Audy
PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist)
#jira UE-57775
Change 4010845 by Dan.Oconnor
Avoid crashing trying to serialize a subobject that was create outside of a transaction
#jira UE-57419
Change 4012148 by Phillip.Kavan
PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel.
#jira UE-55988
Change 4012393 by mason.seay
Test BP with 512 components
Change 4015966 by mason.seay
Updated BP to add split pin debugging
Change 4016110 by Marc.Audy
(4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que)
#jira UE-58009
Change 4016447 by Phillip.Kavan
Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class.
#jira UE-52372
Change 4016463 by Phillip.Kavan
CIS fix - back out changelist 4016447 (temp)
Change 4017382 by Dan.Oconnor
Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker
Change 4020602 by paulo.souza
Lighting improvements and optmizations
Change 4020638 by paulo.souza
Icons and launch screens on mobile (Android and iOS)
Change 4021340 by Ben.Zeigler
Fix Map/Set add comments to be accurate, the return value was removed
Change 4021392 by Ben.Zeigler
#jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup
Change 4021480 by mason.seay
Reorganized comments and nodes
Change 4025794 by mason.seay
Cleared all watches
Change 4026141 by Mieszko.Zielinski
Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4
In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user:
https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html
#jira none
Change 4027427 by Dan.Oconnor
Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector
#jira UE-58115
Change 4027434 by Ben.Zeigler
Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them
Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO
Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended
Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games
Change 4028656 by Ben.Zeigler
Added comments and cleaned up ActionRPG code, done with primary features
Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this
Add inventory interface that is used instead of having character explicitly cast to player controller
Change 4029079 by paulo.souza
Fixes to camera rotation when using the AutoMode + UI changes
Change 4030066 by Phillip.Kavan
Message (interface) call nodes no longer display the skeleton class name in the node subtitle.
Change summary:
- Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries.
#jira nojira
Change 4031843 by Jim.Brown
Action RPG Game full UI overhaul.
Goals:
- new layout and art
- consolidate view to center of screen
- make buttons appear more like interactible objects
- update button placement for reach and usability
- art pass for consistency of visual language (color, iconography, style)
Still to do:
- polish on some of the icons (temp art in several places)
- audio pass
- environment pass
- scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock)
Change 4033889 by Fred.Kimberley
Fixed some watches that were incorrectly displayed as not in scope.
Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged.
Change 4033921 by Fred.Kimberley
Remove unnecessary cast and unused variable.
Change 4034094 by Phillip.Kavan
Moved the Blueprint bookmarks feature out from under the experimental settings flag.
Change 4035553 by Marc.Audy
Remove unneeded UFUNCTION declaration
#jira UE-58030
Change 4035588 by Jim.Brown
RPG Game:
- Fixed a couple weapon icons (from temp art to more final version for review)
- Created 1st pass audio for Guardian enemies (attack, death, roar, swing)
- added reeeeeeeaally temp environmental audio (WIP)
- Started on audio for Spider creature (not in engine yet)
Change 4036698 by Phillip.Kavan
When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step.
Change summary:
- Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking.
- Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping.
#jira UE-52853
Change 4038454 by Marc.Audy
Remove unneeded validation code for old UC state system
Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class.
Change 4038487 by Jim.Brown
RPG Game:
- Icon work (still a couple placeholder, but almost done!)
- Audio pass on Guardian creature
- started audio on Spider creature (WIP)
Change 4040374 by Phillip.Kavan
When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play.
Change summary:
- Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump.
- Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review).
#jira UE-52853
Change 4040727 by Ben.Zeigler
Ability blueprint fixes
Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0
Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo
Added some comments
Change 4040812 by Fred.Kimberley
Fix errors and warnings in blueprint editor tests.
This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html).
Change 4041001 by Ben.Zeigler
Hook up skill cooldown to ui, bump cooldown to 2 seconds
Change 4041021 by Marc.Audy
PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist)
#jira UE-46077
#jira UE-58379
Change 4041038 by Fred.Kimberley
Remove UFUNCTION macros in overridden functions to fix build errors.
Change 4041671 by Fred.Kimberley
Added calls to delegates when a periodic effect executes a final time as it is being removed.
PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87)
Change 4041792 by Dan.Oconnor
Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer
#jira None
Change 4041796 by Dan.Oconnor
SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164
#jira UE-53734
Change 4041886 by Phillip.Kavan
Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled.
Change summary:
- Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks.
- Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged().
- Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes.
- Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize().
- Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor.
#jira UE-42333
Change 4042215 by Marc.Audy
Copy fix for depth of field in to Dev-Framework
#author Allan.Bentham
Change 4042732 by Marc.Audy
Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set
#jira UE-53965
Change 4042796 by Ben.Zeigler
#jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled
Change 4042943 by Jim.Brown
RPG Game:
- replaced all existing audio
- set up audio for all animations / matinee
- will need some polish when real audio comes in, but placeholder is good reference. :)
Change 4043287 by Ben.Zeigler
#jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none
#jira UE-57224 Fix it so pasting is correctly validated for soft object properties
Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal
Change 4043396 by Dan.Oconnor
Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped
#jira UE-58290
Change 4043708 by paulo.souza
Enemy progression intial commit + cleanups
Change 4045083 by Phillip.Kavan
Don't allow new bookmarks to be added when the name field is empty.
#jira UE-58220
Change 4045504 by Phillip.Kavan
The search bar is now functional in the Blueprint Bookmarks view.
#jira UE-58421
Change 4045516 by Phillip.Kavan
Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup).
#jira UE-55596
Change 4046707 by Jim.Brown
Action RPG Game
Guardians:
- Removed delay before grunts attack (so they don't just stand there anymore)
- Replaced idle animation with idle animation (was a scream, which they did every time they were idle)
HUD:
- Fixed skill meter not animating properly
- Added pulsing reminder around skill button when it's ready and hasn't been used
Character: (WIP)
- Fixed missing anim notify in Attack02
- Added missing notify (and sound) in a couple attacks
- reduced forward movement component of first couple attacks in combo move
Change 4046868 by Dan.Oconnor
Reparent blueprints before replacing references when using the 'delete and replace references' tool
#jira UE-57355
Change 4047012 by Jose.Gonzalez
Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate.
Change 4047018 by Jose.Gonzalez
Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets
Change 4047089 by paulo.souza
Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics
Change 4049741 by Jim.Brown
Action RPG Game:
- Set up Wave intro/outro screen
- Added a some audio stingers (legal approved, no need to replace)
- Content (music) file organization
Change 4050235 by Jim.Brown
Action RPG:
- Set up blocking volumes throughout entire map
- aligned all volumes on major grid lines
- turned off collision on all exterior rock meshes
- full rebuild
(should improve perf, collision, and pathing)
Change 4050440 by paulo.souza
Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions
Change 4050910 by paulo.souza
Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera
Change 4050920 by paulo.souza
Action RPG Game: Wave start and finish screen animation timing fix/polishing
Change 4050921 by paulo.souza
Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode
Change 4052161 by Jose.Gonzalez
Added player character efforts.
Adjusted soundcues for VO that plays during slow downs.
Added anims to support different sounds for mana/health potions
#jira UE-58598
Change 4052932 by Dan.Oconnor
Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant
#jira UE-58605
Change 4053179 by Jim.Brown
Action RPG Game:
- New front end (background, logo, buttons, animations)
- Updated HUD/UI with new art to match updated front end.
Change 4053187 by Marc.Audy
Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism.
Fix latent dynamic force feedback effects not updating their values when instructed to.
#jira UE-55921
Change 4053423 by Jose.Gonzalez
Added Guardian footsteps and concurrency rules for them.
Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check.
Added sword swings, adjusted volume per anim.
Added power up for Firewave.
Added Player Character footsteps.
Added whoosh for slo-mo meteors.
#jira UE-58598
Change 4053769 by Phillip.Kavan
Remove associated local bookmarks when Blueprint assets are deleted.
Change summary:
- Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only).
- Added FBlueprintEditorUtils::RemoveAllLocalBookmarks().
#jira UE-55606
Change 4053771 by Phillip.Kavan
CIS fix (failed P4 resolve)
Change 4053849 by Jose.Gonzalez
Spider large steps added, adjusted all anims and added them in the anims they weren't in.
Character collapse added.
Began work on Intro audio (creature sounds and timing)
#jira UE-58598
Change 4054042 by Jose.Gonzalez
Added Health and Mana cues, they now have seperate anims per item.
Added all Guardian VO, setup sequences and anims with matching audio.
Hammer and Axe swings added.
Level up cue added, adjusted anim.
Guardian swings and impacts added
#jira UE-58598
Change 4054375 by Marc.Audy
Ensure only that instanced IsEditorOnly components are displayed in the IWCE window
#jira UE-57954
Change 4054518 by Phillip.Kavan
For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion.
#jira UE-58738
Change 4054777 by Ben.Zeigler
#jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong
Change 4054796 by Fred.Kimberley
Improved watch window.
- shows watches from multiple blueprints.
- better indication of instances being debugged vs watches that aren't currently valid
Change 4055112 by Fred.Kimberley
PR #4273: Expose AIController public properties to BP (Contributed by Allar)
#jira UE-53007
Change 4055126 by Dan.Oconnor
Fix shadow variable
#jira UE-58763
Change 4055253 by paulo.souza
Action RPG Game - Fixes:
Player can die properly;
Should not be able to buy Souls;
Margins for the iPhoneX notch;
Change 4055279 by Fred.Kimberley
Added a helper function to make it easier to query containers for the presence of a single tag.
PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren)
#jira UE-57128
Change 4055511 by Ben.Zeigler
Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert
Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered
Change 4055981 by Jose.Gonzalez
Spider completed
#jira UE-58598
Change 4056011 by Jim.Brown
RPG Game:
- Fixed textures that weren't power of 2 for mobile
- Updated main menu screens with better lighting/resolution
- lighting tweaks to main level
- Gameplay balance tweaks (should be a bit more difficult now)
- more enemies per wave
- tighter distribution of enemy levels
- Differentiated enemies:
- Lvl 1 enemies are smaller w/ red effects
- Lvl 2 enemies are same size with yellow effects
- Lvl 3 enemies are larger with purplish effects
- Added effects to lvl 3 enemy's weapon (torch)
- Fixed color distrubution and transparency across buttons on the HUD
- Fixed button text eating input from buttons
- maybe some other stuff I forgot. :P
Change 4056192 by Dan.Oconnor
Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal
#jira None
Change 4056224 by Fred.Kimberley
Revert CL 4040812 for this file only. This change was not meant to be checked in.
#jira UE-58785
Change 4056239 by Marc.Audy
Components correctly display again.
Sprite components of Instanced components do appear. Can't solve that for now.
#jira UE-58747
Change 4056390 by Fred.Kimberley
Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called.
#jira UE-56986
Change 4056397 by Fred.Kimberley
Fix several minor issues with the watch window.
- Switched to more user friendly names for the instances being debugged
- Support copy and paste of multiple lines in the watch window
- Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged.
#jira UE-55707, UE-58273, UE-58703
Change 4056410 by Michael.Noland
Core: Added FUNC_Const to FUNC_FuncInherit
Change 4056515 by Phillip.Kavan
Fix crash on load during serialization of function entry nodes if the generated class is not yet available.
#jira UE-58783
Change 4056530 by Jose.Gonzalez
Set up soundclasses for all soundcues.
PSMs for Potions, Abilities, Slomo, and Enemy
#jira UE-58598
Change 4056552 by Ben.Zeigler
#jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values
Change 4056554 by Ben.Zeigler
Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds
Change 4056558 by paulo.souza
Action RPG:
- Fixed weapon switching bug
- Added more time to play the game (added per wave)
- AnimBP now resets to idle animation when in Inventory mode
Change 4056634 by Ben.Zeigler
Stop error spam about loading null items
Change 4056638 by Ben.Zeigler
Cleaned up GameInstance handling of loading screens
Delete some unused assets and consolidate a physical material
Change 4056640 by Michael.Noland
PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar)
#jira UE-51273
Change 4056641 by Michael.Noland
PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar)
#jira UE-51293
Change 4056642 by Michael.Noland
PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56)
Change 4056644 by Michael.Noland
PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl)
Change 4056645 by Michael.Noland
PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist)
#jira UE-57273
Change 4056646 by Michael.Noland
Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified
PR #4687: (Contributed by projectgheist)
#jira UE-58082
Change 4056659 by Michael.Noland
PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed)
Change 4056662 by Michael.Noland
PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly)
#jira UE-58158, UE-58096
Change 4056664 by Michael.Noland
PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar)
#jira UE-51291
Change 4056665 by Michael.Noland
PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist)
Change 4056696 by Michael.Noland
PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar)
#jira UE-51292
Change 4056716 by Michael.Noland
PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits)
Change 4056720 by Michael.Noland
PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon)
Change 4056723 by Michael.Noland
PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron)
Change 4056744 by paulo.souza
Action RPG:
- Fixed null referenced assets
- Reinstated the "Add Souls" button (for QA)
- Reduced some UI images max cook resolution
Change 4056745 by Jose.Gonzalez
UI and Ambient sounds added
#jira UE-58598
Change 4057038 by Jim.Brown
RPG Game:
- Fixed broken title screen
Change 4057043 by Jim.Brown
RPG Game:
- Lowered footstep volume
Change 4057071 by Jim.Brown
RPG Game: fixed broken logo/title widget
Change 4057079 by Michael.Noland
Blueprints: Fixing a static analysis error in the watch window
Change 4057112 by Jim.Brown
RPG Game: updated logo (downsized from 2048 to 1024 and improved quality)
Change 4057201 by Jim.Brown
RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances.
Change 4057245 by Jim.Brown
RPG Game: Lowered pitch of sword swing
Change 4057443 by Marc.Audy
Property counts will be different in cooked and uncooked builds due to the editor only properties
Change 4057515 by Jim.Brown
Action RPG:
- Replaced background image in main menu with much higher quality art
- Removed dynamic spotlight that was causing perf hitch in main map
- Added slight animation to damage number pops
- Audio tweaks
Change 4020341 by Phillip.Kavan
(Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- Restored 4016447.
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods.
- Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion.
#jira UE-52372
Change 4024137 by Ben.Zeigler
Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions
Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum
Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo
Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags
Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code
Change 4035540 by Marc.Audy
Make UWidget::IsHovered virtual
Change 4043467 by Ben.Zeigler
#jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories
#jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654
These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI
[CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -04:00
# include "K2Node_FunctionResult.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_MakeArray.h"
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
# include "K2Node_MakeVariable.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_VariableSet.h"
# include "Kismet2/BlueprintEditorUtils.h"
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# include "Kismet2/CompilerResultsLog.h"
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# include "Kismet2/Kismet2NameValidators.h"
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# include "KismetCompiledFunctionContext.h"
# include "KismetCompiler.h"
# include "KismetCompilerMisc.h"
# include "Logging/LogCategory.h"
# include "Logging/LogMacros.h"
# include "Misc/AssertionMacros.h"
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# include "ObjectTools.h"
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# include "Serialization/Archive.h"
# include "Templates/Casts.h"
# include "Templates/SubclassOf.h"
# include "Trace/Detail/Channel.h"
# include "UObject/BlueprintsObjectVersion.h"
# include "UObject/Class.h"
# include "UObject/CoreNetTypes.h"
# include "UObject/Field.h"
# include "UObject/FrameworkObjectVersion.h"
# include "UObject/LinkerLoad.h"
# include "UObject/Object.h"
# include "UObject/ObjectPtr.h"
# include "UObject/ObjectSaveContext.h"
# include "UObject/ObjectVersion.h"
# include "UObject/StructOnScope.h"
# include "UObject/UnrealType.h"
# include "UObject/WeakObjectPtrTemplates.h"
2014-03-14 14:13:41 -04:00
# define LOCTEXT_NAMESPACE "K2Node_FunctionEntry"
//////////////////////////////////////////////////////////////////////////
// FKCHandler_FunctionEntry
class FKCHandler_FunctionEntry : public FNodeHandlingFunctor
{
public :
FKCHandler_FunctionEntry ( FKismetCompilerContext & InCompilerContext )
: FNodeHandlingFunctor ( InCompilerContext )
{
}
void RegisterFunctionInput ( FKismetFunctionContext & Context , UEdGraphPin * Net , UFunction * Function )
{
// This net is a parameter into the function
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FBPTerminal * Term = new FBPTerminal ( ) ;
Context . Parameters . Add ( Term ) ;
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Term - > CopyFromPin ( Net , Net - > PinName ) ;
// Flag pass by reference parameters specially
//@TODO: Still doesn't handle/allow users to declare new pass by reference, this only helps inherited functions
if ( Function )
{
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if ( FProperty * ParentProperty = FindFProperty < FProperty > ( Function , Net - > PinName ) )
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{
if ( ParentProperty - > HasAnyPropertyFlags ( CPF_ReferenceParm ) )
{
Term - > bPassedByReference = true ;
}
}
}
Context . NetMap . Add ( Net , Term ) ;
}
2014-06-13 06:14:46 -04:00
virtual void RegisterNets ( FKismetFunctionContext & Context , UEdGraphNode * Node ) override
2014-03-14 14:13:41 -04:00
{
UK2Node_FunctionEntry * EntryNode = CastChecked < UK2Node_FunctionEntry > ( Node ) ;
2018-01-11 16:07:16 -05:00
UFunction * Function = EntryNode - > FunctionReference . ResolveMember < UFunction > ( EntryNode - > GetBlueprintClassFromNode ( ) ) ;
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 this function has a predefined signature (like for inherited/overridden
// functions), then we want to make sure to account for the output
// parameters - this is normally handled by the FunctionResult node, but
// we're not guaranteed that one is connected to the entry node
if ( Function & & Function - > HasAnyFunctionFlags ( FUNC_HasOutParms ) )
{
const UEdGraphSchema_K2 * K2Schema = GetDefault < UEdGraphSchema_K2 > ( ) ;
2019-12-13 11:07:03 -05:00
for ( TFieldIterator < FProperty > ParamIt ( Function , EFieldIteratorFlags : : ExcludeSuper ) ; ParamIt ; + + ParamIt )
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
{
2019-12-13 11:07:03 -05:00
FProperty * ParamProperty = * ParamIt ;
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
// mirrored from UK2Node_FunctionResult::CreatePinsForFunctionEntryExit()
const bool bIsFunctionInput = ! ParamProperty - > HasAnyPropertyFlags ( CPF_OutParm ) | | ParamProperty - > HasAnyPropertyFlags ( CPF_ReferenceParm ) ;
if ( bIsFunctionInput )
{
//
continue ;
}
FEdGraphPinType ParamType ;
if ( K2Schema - > ConvertPropertyToPinType ( ParamProperty , ParamType ) )
{
FString ParamName = ParamProperty - > GetName ( ) ;
bool bTermExists = false ;
// check to see if this terminal already exists (most
// likely added by a FunctionResult node) - if so, then
// we don't need to add it ourselves
for ( const FBPTerminal & ResultTerm : Context . Results )
{
if ( ResultTerm . Name = = ParamName & & ResultTerm . Type = = ParamType )
{
bTermExists = true ;
break ;
}
}
if ( ! bTermExists )
{
// create a terminal that represents a output param
// for this function; if there is a FunctionResult
// node wired into our function graph, know that it
// will first check to see if this already exists
// for it to use (rather than creating one of its own)
2018-12-03 10:52:48 -05:00
FBPTerminal * ResultTerm = new FBPTerminal ( ) ;
Context . Results . Add ( ResultTerm ) ;
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
ResultTerm - > Name = ParamName ;
ResultTerm - > Type = ParamType ;
ResultTerm - > bPassedByReference = ParamType . bIsReference ;
ResultTerm - > SetContextTypeStruct ( ParamType . PinCategory = = UEdGraphSchema_K2 : : PC_Struct & & Cast < UScriptStruct > ( ParamType . PinSubCategoryObject . Get ( ) ) ) ;
}
}
}
}
2014-03-14 14:13:41 -04:00
2014-06-18 16:22:49 -04:00
for ( UEdGraphPin * Pin : Node - > Pins )
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{
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if ( Pin - > ParentPin = = nullptr & & ! CompilerContext . GetSchema ( ) - > IsMetaPin ( * Pin ) )
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{
UEdGraphPin * Net = FEdGraphUtilities : : GetNetFromPin ( Pin ) ;
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if ( Context . NetMap . Find ( Net ) = = nullptr )
2014-03-14 14:13:41 -04:00
{
// New net, resolve the term that will be used to construct it
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FBPTerminal * Term = nullptr ;
2014-03-14 14:13:41 -04:00
check ( Net - > Direction = = EGPD_Output ) ;
RegisterFunctionInput ( Context , Pin , Function ) ;
}
}
}
}
2014-06-13 06:14:46 -04:00
virtual void Compile ( FKismetFunctionContext & Context , UEdGraphNode * Node ) override
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{
UK2Node_FunctionEntry * EntryNode = CastChecked < UK2Node_FunctionEntry > ( Node ) ;
//check(EntryNode->SignatureName != NAME_None);
2018-01-11 16:07:16 -05:00
if ( EntryNode - > FunctionReference . GetMemberName ( ) = = UEdGraphSchema_K2 : : FN_ExecuteUbergraphBase )
2014-03-14 14:13:41 -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
UEdGraphPin * EntryPointPin = Node - > FindPin ( UEdGraphSchema_K2 : : PN_EntryPoint ) ;
2014-03-14 14:13:41 -04:00
FBPTerminal * * pTerm = Context . NetMap . Find ( EntryPointPin ) ;
2019-06-18 10:51:55 -04:00
if ( ( EntryPointPin ! = nullptr ) & & ( pTerm ! = nullptr ) )
2014-03-14 14:13:41 -04:00
{
FBlueprintCompiledStatement & ComputedGotoStatement = Context . AppendStatementForNode ( Node ) ;
ComputedGotoStatement . Type = KCST_ComputedGoto ;
ComputedGotoStatement . LHS = * pTerm ;
}
else
{
CompilerContext . MessageLog . Error ( * LOCTEXT ( " NoEntryPointPin_Error " , " Expected a pin named EntryPoint on @@ " ) . ToString ( ) , Node ) ;
}
}
else
{
// Generate the output impulse from this node
GenerateSimpleThenGoto ( Context , * Node ) ;
}
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
virtual bool RequiresRegisterNetsBeforeScheduling ( ) const override
{
return true ;
}
2014-03-14 14:13:41 -04:00
} ;
2014-04-30 13:08:46 -04:00
struct FFunctionEntryHelper
{
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 & GetWorldContextPinName ( )
2014-04-30 13:08:46 -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
static const FName WorldContextPinName ( TEXT ( " __WorldContext " ) ) ;
2014-04-30 13:08:46 -04:00
return WorldContextPinName ;
}
static bool RequireWorldContextParameter ( const UK2Node_FunctionEntry * Node )
{
[UE-2345] BP - enforce const-correctness in native const class method overrides
this change introduces enforcement of 'const-correctness' into implemented function graphs.
summary:
if you have a function declared in C++ like this:
UFUNCTION(BlueprintImplementableEvent)
int32 MyFunctionThatReturnsSomeValue() const;
if you implement that (BPIE) function in a Blueprint that's parented to that native class, it will now be flagged as 'const'. this makes any properties of 'self' read-only within the context of that graph, which means the compiler will emit an error if you try to set a property or otherwise call a non-const, non-static function with 'self' as the target.
if there happens to already be an implemented const function in a Blueprint that was in place prior to this change, the compiler will emit a warning instead of an error, in order to allow existing Blueprints that may currently be "violating" const within the context of a const BPIE function to still compile, while still alerting to issues that should probably be addressed.
notes:
1) this also applies to BlueprintNativeEvent (BPNE) implementations, and also when implementing BPIE/BPNE interface methods that are also declared as const
2) a const BPIE/BPNE function with no return value and no output parameters will be implemented as a "normal" impure function, and not as an event as in the non-const case
3) a const BPIE/BPNE function with a return value and/or output parameters will currently be implemented as a pure function, regardless of whether or not BlueprintCallable is specified
4) this CL also retains some consolidation of static function validation code that i had previously done, mostly to allow static functions to more easily be whitelisted for const function graphs
#codereview Nick.Whiting, Michael.Noland
[CL 2368059 by Phillip Kavan in Main branch]
2014-11-21 17:47:17 -05:00
const UEdGraphSchema_K2 * K2Schema = GetDefault < UEdGraphSchema_K2 > ( ) ;
return K2Schema - > IsStaticFunctionGraph ( Node - > GetGraph ( ) ) ;
2014-04-30 13:08:46 -04:00
}
} ;
2014-03-14 14:13:41 -04:00
2014-10-14 10:29:11 -04:00
UK2Node_FunctionEntry : : UK2Node_FunctionEntry ( const FObjectInitializer & ObjectInitializer )
: Super ( ObjectInitializer )
2014-03-14 14:13:41 -04:00
{
[UE-2345] BP - enforce const-correctness in native const class method overrides
this change introduces enforcement of 'const-correctness' into implemented function graphs.
summary:
if you have a function declared in C++ like this:
UFUNCTION(BlueprintImplementableEvent)
int32 MyFunctionThatReturnsSomeValue() const;
if you implement that (BPIE) function in a Blueprint that's parented to that native class, it will now be flagged as 'const'. this makes any properties of 'self' read-only within the context of that graph, which means the compiler will emit an error if you try to set a property or otherwise call a non-const, non-static function with 'self' as the target.
if there happens to already be an implemented const function in a Blueprint that was in place prior to this change, the compiler will emit a warning instead of an error, in order to allow existing Blueprints that may currently be "violating" const within the context of a const BPIE function to still compile, while still alerting to issues that should probably be addressed.
notes:
1) this also applies to BlueprintNativeEvent (BPNE) implementations, and also when implementing BPIE/BPNE interface methods that are also declared as const
2) a const BPIE/BPNE function with no return value and no output parameters will be implemented as a "normal" impure function, and not as an event as in the non-const case
3) a const BPIE/BPNE function with a return value and/or output parameters will currently be implemented as a pure function, regardless of whether or not BlueprintCallable is specified
4) this CL also retains some consolidation of static function validation code that i had previously done, mostly to allow static functions to more easily be whitelisted for const function graphs
#codereview Nick.Whiting, Michael.Noland
[CL 2368059 by Phillip Kavan in Main branch]
2014-11-21 17:47:17 -05:00
// Enforce const-correctness by default
bEnforceConstCorrectness = true ;
2019-05-20 21:56:22 -04:00
bUpdatedDefaultValuesOnLoad = false ;
2019-06-18 10:51:55 -04:00
bCanRenameNode = bIsEditable ;
[UE-2345] BP - enforce const-correctness in native const class method overrides
this change introduces enforcement of 'const-correctness' into implemented function graphs.
summary:
if you have a function declared in C++ like this:
UFUNCTION(BlueprintImplementableEvent)
int32 MyFunctionThatReturnsSomeValue() const;
if you implement that (BPIE) function in a Blueprint that's parented to that native class, it will now be flagged as 'const'. this makes any properties of 'self' read-only within the context of that graph, which means the compiler will emit an error if you try to set a property or otherwise call a non-const, non-static function with 'self' as the target.
if there happens to already be an implemented const function in a Blueprint that was in place prior to this change, the compiler will emit a warning instead of an error, in order to allow existing Blueprints that may currently be "violating" const within the context of a const BPIE function to still compile, while still alerting to issues that should probably be addressed.
notes:
1) this also applies to BlueprintNativeEvent (BPNE) implementations, and also when implementing BPIE/BPNE interface methods that are also declared as const
2) a const BPIE/BPNE function with no return value and no output parameters will be implemented as a "normal" impure function, and not as an event as in the non-const case
3) a const BPIE/BPNE function with a return value and/or output parameters will currently be implemented as a pure function, regardless of whether or not BlueprintCallable is specified
4) this CL also retains some consolidation of static function validation code that i had previously done, mostly to allow static functions to more easily be whitelisted for const function graphs
#codereview Nick.Whiting, Michael.Noland
[CL 2368059 by Phillip Kavan in Main branch]
2014-11-21 17:47:17 -05:00
}
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
void UK2Node_FunctionEntry : : PreSave ( const class ITargetPlatform * TargetPlatform )
{
2021-03-25 16:51:36 -04:00
PRAGMA_DISABLE_DEPRECATION_WARNINGS ;
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
Super : : PreSave ( TargetPlatform ) ;
2021-03-25 16:51:36 -04:00
PRAGMA_ENABLE_DEPRECATION_WARNINGS ;
}
void UK2Node_FunctionEntry : : PreSave ( FObjectPreSaveContext ObjectSaveContext )
{
Super : : PreSave ( ObjectSaveContext ) ;
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 UBlueprint * Blueprint = HasValidBlueprint ( ) ? GetBlueprint ( ) : nullptr ;
2019-05-21 16:03:16 -04:00
if ( Blueprint & & LocalVariables . Num ( ) > 0 )
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
{
2019-05-20 21:56:22 -04:00
// Forcibly fixup defaults before we save
UpdateLoadedDefaultValues ( true ) ;
}
}
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
2019-05-20 21:56:22 -04:00
void UK2Node_FunctionEntry : : PostLoad ( )
{
Super : : PostLoad ( ) ;
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
2019-05-20 21:56:22 -04:00
if ( GIsEditor )
{
// In the editor, we need to handle processing function default values at load time so they get picked up properly by the cooker
// This normally won't do anything because it gets called during the duplicate save during BP compilation, but if compilation gets skipped we need to make sure they get updated
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
2019-05-20 21:56:22 -04:00
UpdateLoadedDefaultValues ( ) ;
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
}
2021-07-13 13:03:22 -04:00
// fix deprecated state.
if ( HasAllExtraFlags ( FUNC_Const | FUNC_Static ) )
{
// static functions can't be marked const
SetExtraFlags ( GetFunctionFlags ( ) & ~ FUNC_Const ) ;
}
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
}
[UE-2345] BP - enforce const-correctness in native const class method overrides
this change introduces enforcement of 'const-correctness' into implemented function graphs.
summary:
if you have a function declared in C++ like this:
UFUNCTION(BlueprintImplementableEvent)
int32 MyFunctionThatReturnsSomeValue() const;
if you implement that (BPIE) function in a Blueprint that's parented to that native class, it will now be flagged as 'const'. this makes any properties of 'self' read-only within the context of that graph, which means the compiler will emit an error if you try to set a property or otherwise call a non-const, non-static function with 'self' as the target.
if there happens to already be an implemented const function in a Blueprint that was in place prior to this change, the compiler will emit a warning instead of an error, in order to allow existing Blueprints that may currently be "violating" const within the context of a const BPIE function to still compile, while still alerting to issues that should probably be addressed.
notes:
1) this also applies to BlueprintNativeEvent (BPNE) implementations, and also when implementing BPIE/BPNE interface methods that are also declared as const
2) a const BPIE/BPNE function with no return value and no output parameters will be implemented as a "normal" impure function, and not as an event as in the non-const case
3) a const BPIE/BPNE function with a return value and/or output parameters will currently be implemented as a pure function, regardless of whether or not BlueprintCallable is specified
4) this CL also retains some consolidation of static function validation code that i had previously done, mostly to allow static functions to more easily be whitelisted for const function graphs
#codereview Nick.Whiting, Michael.Noland
[CL 2368059 by Phillip Kavan in Main branch]
2014-11-21 17:47:17 -05:00
void UK2Node_FunctionEntry : : Serialize ( FArchive & Ar )
{
Super : : Serialize ( Ar ) ;
2016-02-12 17:00:45 -05:00
Ar . UsingCustomVersion ( FBlueprintsObjectVersion : : GUID ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden
#rb
============================
MAJOR FEATURES & CHANGES
============================
Change 4007876 by Ben.Zeigler
Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller
The player starts with 0 souls, but I hooked up the + on the souls display to grant 50
Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup
Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design
Change 4008251 by Mieszko.Zielinski
PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist)
Also addresses #jira UE-57869
Change 4008530 by Ben.Zeigler
Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue
Change 4008694 by Ben.Zeigler
Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie
This option is disabled by default because game-specific tick functions may be doing unsafe slate operations
Change 4008698 by Ben.Zeigler
Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that
This depends on engine tick working from the loading movie, a feature I just added
Change 4008699 by Ben.Zeigler
Add SaveGame flag to gameplay tags so they can be used for native save systems
Change 4008941 by Ben.Zeigler
Hook up Fireball using new functions that allow applying an effect container spec from a projectile
Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next
Rename some ability functions to make them shorter
Change 4008943 by Dan.Oconnor
Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text
#jira UE-56478
Change 4010465 by Marc.Audy
Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels.
Change 4010508 by Marc.Audy
PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist)
#jira UE-57775
Change 4010845 by Dan.Oconnor
Avoid crashing trying to serialize a subobject that was create outside of a transaction
#jira UE-57419
Change 4012148 by Phillip.Kavan
PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel.
#jira UE-55988
Change 4012393 by mason.seay
Test BP with 512 components
Change 4015966 by mason.seay
Updated BP to add split pin debugging
Change 4016110 by Marc.Audy
(4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que)
#jira UE-58009
Change 4016447 by Phillip.Kavan
Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class.
#jira UE-52372
Change 4016463 by Phillip.Kavan
CIS fix - back out changelist 4016447 (temp)
Change 4017382 by Dan.Oconnor
Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker
Change 4020602 by paulo.souza
Lighting improvements and optmizations
Change 4020638 by paulo.souza
Icons and launch screens on mobile (Android and iOS)
Change 4021340 by Ben.Zeigler
Fix Map/Set add comments to be accurate, the return value was removed
Change 4021392 by Ben.Zeigler
#jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup
Change 4021480 by mason.seay
Reorganized comments and nodes
Change 4025794 by mason.seay
Cleared all watches
Change 4026141 by Mieszko.Zielinski
Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4
In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user:
https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html
#jira none
Change 4027427 by Dan.Oconnor
Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector
#jira UE-58115
Change 4027434 by Ben.Zeigler
Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them
Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO
Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended
Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games
Change 4028656 by Ben.Zeigler
Added comments and cleaned up ActionRPG code, done with primary features
Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this
Add inventory interface that is used instead of having character explicitly cast to player controller
Change 4029079 by paulo.souza
Fixes to camera rotation when using the AutoMode + UI changes
Change 4030066 by Phillip.Kavan
Message (interface) call nodes no longer display the skeleton class name in the node subtitle.
Change summary:
- Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries.
#jira nojira
Change 4031843 by Jim.Brown
Action RPG Game full UI overhaul.
Goals:
- new layout and art
- consolidate view to center of screen
- make buttons appear more like interactible objects
- update button placement for reach and usability
- art pass for consistency of visual language (color, iconography, style)
Still to do:
- polish on some of the icons (temp art in several places)
- audio pass
- environment pass
- scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock)
Change 4033889 by Fred.Kimberley
Fixed some watches that were incorrectly displayed as not in scope.
Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged.
Change 4033921 by Fred.Kimberley
Remove unnecessary cast and unused variable.
Change 4034094 by Phillip.Kavan
Moved the Blueprint bookmarks feature out from under the experimental settings flag.
Change 4035553 by Marc.Audy
Remove unneeded UFUNCTION declaration
#jira UE-58030
Change 4035588 by Jim.Brown
RPG Game:
- Fixed a couple weapon icons (from temp art to more final version for review)
- Created 1st pass audio for Guardian enemies (attack, death, roar, swing)
- added reeeeeeeaally temp environmental audio (WIP)
- Started on audio for Spider creature (not in engine yet)
Change 4036698 by Phillip.Kavan
When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step.
Change summary:
- Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking.
- Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping.
#jira UE-52853
Change 4038454 by Marc.Audy
Remove unneeded validation code for old UC state system
Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class.
Change 4038487 by Jim.Brown
RPG Game:
- Icon work (still a couple placeholder, but almost done!)
- Audio pass on Guardian creature
- started audio on Spider creature (WIP)
Change 4040374 by Phillip.Kavan
When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play.
Change summary:
- Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump.
- Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review).
#jira UE-52853
Change 4040727 by Ben.Zeigler
Ability blueprint fixes
Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0
Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo
Added some comments
Change 4040812 by Fred.Kimberley
Fix errors and warnings in blueprint editor tests.
This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html).
Change 4041001 by Ben.Zeigler
Hook up skill cooldown to ui, bump cooldown to 2 seconds
Change 4041021 by Marc.Audy
PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist)
#jira UE-46077
#jira UE-58379
Change 4041038 by Fred.Kimberley
Remove UFUNCTION macros in overridden functions to fix build errors.
Change 4041671 by Fred.Kimberley
Added calls to delegates when a periodic effect executes a final time as it is being removed.
PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87)
Change 4041792 by Dan.Oconnor
Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer
#jira None
Change 4041796 by Dan.Oconnor
SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164
#jira UE-53734
Change 4041886 by Phillip.Kavan
Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled.
Change summary:
- Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks.
- Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged().
- Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes.
- Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize().
- Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor.
#jira UE-42333
Change 4042215 by Marc.Audy
Copy fix for depth of field in to Dev-Framework
#author Allan.Bentham
Change 4042732 by Marc.Audy
Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set
#jira UE-53965
Change 4042796 by Ben.Zeigler
#jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled
Change 4042943 by Jim.Brown
RPG Game:
- replaced all existing audio
- set up audio for all animations / matinee
- will need some polish when real audio comes in, but placeholder is good reference. :)
Change 4043287 by Ben.Zeigler
#jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none
#jira UE-57224 Fix it so pasting is correctly validated for soft object properties
Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal
Change 4043396 by Dan.Oconnor
Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped
#jira UE-58290
Change 4043708 by paulo.souza
Enemy progression intial commit + cleanups
Change 4045083 by Phillip.Kavan
Don't allow new bookmarks to be added when the name field is empty.
#jira UE-58220
Change 4045504 by Phillip.Kavan
The search bar is now functional in the Blueprint Bookmarks view.
#jira UE-58421
Change 4045516 by Phillip.Kavan
Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup).
#jira UE-55596
Change 4046707 by Jim.Brown
Action RPG Game
Guardians:
- Removed delay before grunts attack (so they don't just stand there anymore)
- Replaced idle animation with idle animation (was a scream, which they did every time they were idle)
HUD:
- Fixed skill meter not animating properly
- Added pulsing reminder around skill button when it's ready and hasn't been used
Character: (WIP)
- Fixed missing anim notify in Attack02
- Added missing notify (and sound) in a couple attacks
- reduced forward movement component of first couple attacks in combo move
Change 4046868 by Dan.Oconnor
Reparent blueprints before replacing references when using the 'delete and replace references' tool
#jira UE-57355
Change 4047012 by Jose.Gonzalez
Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate.
Change 4047018 by Jose.Gonzalez
Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets
Change 4047089 by paulo.souza
Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics
Change 4049741 by Jim.Brown
Action RPG Game:
- Set up Wave intro/outro screen
- Added a some audio stingers (legal approved, no need to replace)
- Content (music) file organization
Change 4050235 by Jim.Brown
Action RPG:
- Set up blocking volumes throughout entire map
- aligned all volumes on major grid lines
- turned off collision on all exterior rock meshes
- full rebuild
(should improve perf, collision, and pathing)
Change 4050440 by paulo.souza
Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions
Change 4050910 by paulo.souza
Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera
Change 4050920 by paulo.souza
Action RPG Game: Wave start and finish screen animation timing fix/polishing
Change 4050921 by paulo.souza
Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode
Change 4052161 by Jose.Gonzalez
Added player character efforts.
Adjusted soundcues for VO that plays during slow downs.
Added anims to support different sounds for mana/health potions
#jira UE-58598
Change 4052932 by Dan.Oconnor
Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant
#jira UE-58605
Change 4053179 by Jim.Brown
Action RPG Game:
- New front end (background, logo, buttons, animations)
- Updated HUD/UI with new art to match updated front end.
Change 4053187 by Marc.Audy
Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism.
Fix latent dynamic force feedback effects not updating their values when instructed to.
#jira UE-55921
Change 4053423 by Jose.Gonzalez
Added Guardian footsteps and concurrency rules for them.
Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check.
Added sword swings, adjusted volume per anim.
Added power up for Firewave.
Added Player Character footsteps.
Added whoosh for slo-mo meteors.
#jira UE-58598
Change 4053769 by Phillip.Kavan
Remove associated local bookmarks when Blueprint assets are deleted.
Change summary:
- Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only).
- Added FBlueprintEditorUtils::RemoveAllLocalBookmarks().
#jira UE-55606
Change 4053771 by Phillip.Kavan
CIS fix (failed P4 resolve)
Change 4053849 by Jose.Gonzalez
Spider large steps added, adjusted all anims and added them in the anims they weren't in.
Character collapse added.
Began work on Intro audio (creature sounds and timing)
#jira UE-58598
Change 4054042 by Jose.Gonzalez
Added Health and Mana cues, they now have seperate anims per item.
Added all Guardian VO, setup sequences and anims with matching audio.
Hammer and Axe swings added.
Level up cue added, adjusted anim.
Guardian swings and impacts added
#jira UE-58598
Change 4054375 by Marc.Audy
Ensure only that instanced IsEditorOnly components are displayed in the IWCE window
#jira UE-57954
Change 4054518 by Phillip.Kavan
For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion.
#jira UE-58738
Change 4054777 by Ben.Zeigler
#jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong
Change 4054796 by Fred.Kimberley
Improved watch window.
- shows watches from multiple blueprints.
- better indication of instances being debugged vs watches that aren't currently valid
Change 4055112 by Fred.Kimberley
PR #4273: Expose AIController public properties to BP (Contributed by Allar)
#jira UE-53007
Change 4055126 by Dan.Oconnor
Fix shadow variable
#jira UE-58763
Change 4055253 by paulo.souza
Action RPG Game - Fixes:
Player can die properly;
Should not be able to buy Souls;
Margins for the iPhoneX notch;
Change 4055279 by Fred.Kimberley
Added a helper function to make it easier to query containers for the presence of a single tag.
PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren)
#jira UE-57128
Change 4055511 by Ben.Zeigler
Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert
Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered
Change 4055981 by Jose.Gonzalez
Spider completed
#jira UE-58598
Change 4056011 by Jim.Brown
RPG Game:
- Fixed textures that weren't power of 2 for mobile
- Updated main menu screens with better lighting/resolution
- lighting tweaks to main level
- Gameplay balance tweaks (should be a bit more difficult now)
- more enemies per wave
- tighter distribution of enemy levels
- Differentiated enemies:
- Lvl 1 enemies are smaller w/ red effects
- Lvl 2 enemies are same size with yellow effects
- Lvl 3 enemies are larger with purplish effects
- Added effects to lvl 3 enemy's weapon (torch)
- Fixed color distrubution and transparency across buttons on the HUD
- Fixed button text eating input from buttons
- maybe some other stuff I forgot. :P
Change 4056192 by Dan.Oconnor
Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal
#jira None
Change 4056224 by Fred.Kimberley
Revert CL 4040812 for this file only. This change was not meant to be checked in.
#jira UE-58785
Change 4056239 by Marc.Audy
Components correctly display again.
Sprite components of Instanced components do appear. Can't solve that for now.
#jira UE-58747
Change 4056390 by Fred.Kimberley
Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called.
#jira UE-56986
Change 4056397 by Fred.Kimberley
Fix several minor issues with the watch window.
- Switched to more user friendly names for the instances being debugged
- Support copy and paste of multiple lines in the watch window
- Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged.
#jira UE-55707, UE-58273, UE-58703
Change 4056410 by Michael.Noland
Core: Added FUNC_Const to FUNC_FuncInherit
Change 4056515 by Phillip.Kavan
Fix crash on load during serialization of function entry nodes if the generated class is not yet available.
#jira UE-58783
Change 4056530 by Jose.Gonzalez
Set up soundclasses for all soundcues.
PSMs for Potions, Abilities, Slomo, and Enemy
#jira UE-58598
Change 4056552 by Ben.Zeigler
#jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values
Change 4056554 by Ben.Zeigler
Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds
Change 4056558 by paulo.souza
Action RPG:
- Fixed weapon switching bug
- Added more time to play the game (added per wave)
- AnimBP now resets to idle animation when in Inventory mode
Change 4056634 by Ben.Zeigler
Stop error spam about loading null items
Change 4056638 by Ben.Zeigler
Cleaned up GameInstance handling of loading screens
Delete some unused assets and consolidate a physical material
Change 4056640 by Michael.Noland
PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar)
#jira UE-51273
Change 4056641 by Michael.Noland
PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar)
#jira UE-51293
Change 4056642 by Michael.Noland
PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56)
Change 4056644 by Michael.Noland
PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl)
Change 4056645 by Michael.Noland
PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist)
#jira UE-57273
Change 4056646 by Michael.Noland
Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified
PR #4687: (Contributed by projectgheist)
#jira UE-58082
Change 4056659 by Michael.Noland
PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed)
Change 4056662 by Michael.Noland
PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly)
#jira UE-58158, UE-58096
Change 4056664 by Michael.Noland
PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar)
#jira UE-51291
Change 4056665 by Michael.Noland
PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist)
Change 4056696 by Michael.Noland
PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar)
#jira UE-51292
Change 4056716 by Michael.Noland
PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits)
Change 4056720 by Michael.Noland
PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon)
Change 4056723 by Michael.Noland
PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron)
Change 4056744 by paulo.souza
Action RPG:
- Fixed null referenced assets
- Reinstated the "Add Souls" button (for QA)
- Reduced some UI images max cook resolution
Change 4056745 by Jose.Gonzalez
UI and Ambient sounds added
#jira UE-58598
Change 4057038 by Jim.Brown
RPG Game:
- Fixed broken title screen
Change 4057043 by Jim.Brown
RPG Game:
- Lowered footstep volume
Change 4057071 by Jim.Brown
RPG Game: fixed broken logo/title widget
Change 4057079 by Michael.Noland
Blueprints: Fixing a static analysis error in the watch window
Change 4057112 by Jim.Brown
RPG Game: updated logo (downsized from 2048 to 1024 and improved quality)
Change 4057201 by Jim.Brown
RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances.
Change 4057245 by Jim.Brown
RPG Game: Lowered pitch of sword swing
Change 4057443 by Marc.Audy
Property counts will be different in cooked and uncooked builds due to the editor only properties
Change 4057515 by Jim.Brown
Action RPG:
- Replaced background image in main menu with much higher quality art
- Removed dynamic spotlight that was causing perf hitch in main map
- Added slight animation to damage number pops
- Audio tweaks
Change 4020341 by Phillip.Kavan
(Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- Restored 4016447.
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods.
- Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion.
#jira UE-52372
Change 4024137 by Ben.Zeigler
Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions
Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum
Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo
Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags
Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code
Change 4035540 by Marc.Audy
Make UWidget::IsHovered virtual
Change 4043467 by Ben.Zeigler
#jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories
#jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654
These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI
[CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -04:00
if ( Ar . IsSaving ( ) )
2019-05-20 21:56:22 -04:00
{
if ( Ar . IsObjectReferenceCollector ( ) | | Ar . Tell ( ) < 0 )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden
#rb
============================
MAJOR FEATURES & CHANGES
============================
Change 4007876 by Ben.Zeigler
Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller
The player starts with 0 souls, but I hooked up the + on the souls display to grant 50
Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup
Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design
Change 4008251 by Mieszko.Zielinski
PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist)
Also addresses #jira UE-57869
Change 4008530 by Ben.Zeigler
Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue
Change 4008694 by Ben.Zeigler
Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie
This option is disabled by default because game-specific tick functions may be doing unsafe slate operations
Change 4008698 by Ben.Zeigler
Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that
This depends on engine tick working from the loading movie, a feature I just added
Change 4008699 by Ben.Zeigler
Add SaveGame flag to gameplay tags so they can be used for native save systems
Change 4008941 by Ben.Zeigler
Hook up Fireball using new functions that allow applying an effect container spec from a projectile
Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next
Rename some ability functions to make them shorter
Change 4008943 by Dan.Oconnor
Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text
#jira UE-56478
Change 4010465 by Marc.Audy
Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels.
Change 4010508 by Marc.Audy
PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist)
#jira UE-57775
Change 4010845 by Dan.Oconnor
Avoid crashing trying to serialize a subobject that was create outside of a transaction
#jira UE-57419
Change 4012148 by Phillip.Kavan
PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel.
#jira UE-55988
Change 4012393 by mason.seay
Test BP with 512 components
Change 4015966 by mason.seay
Updated BP to add split pin debugging
Change 4016110 by Marc.Audy
(4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que)
#jira UE-58009
Change 4016447 by Phillip.Kavan
Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class.
#jira UE-52372
Change 4016463 by Phillip.Kavan
CIS fix - back out changelist 4016447 (temp)
Change 4017382 by Dan.Oconnor
Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker
Change 4020602 by paulo.souza
Lighting improvements and optmizations
Change 4020638 by paulo.souza
Icons and launch screens on mobile (Android and iOS)
Change 4021340 by Ben.Zeigler
Fix Map/Set add comments to be accurate, the return value was removed
Change 4021392 by Ben.Zeigler
#jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup
Change 4021480 by mason.seay
Reorganized comments and nodes
Change 4025794 by mason.seay
Cleared all watches
Change 4026141 by Mieszko.Zielinski
Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4
In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user:
https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html
#jira none
Change 4027427 by Dan.Oconnor
Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector
#jira UE-58115
Change 4027434 by Ben.Zeigler
Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them
Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO
Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended
Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games
Change 4028656 by Ben.Zeigler
Added comments and cleaned up ActionRPG code, done with primary features
Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this
Add inventory interface that is used instead of having character explicitly cast to player controller
Change 4029079 by paulo.souza
Fixes to camera rotation when using the AutoMode + UI changes
Change 4030066 by Phillip.Kavan
Message (interface) call nodes no longer display the skeleton class name in the node subtitle.
Change summary:
- Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries.
#jira nojira
Change 4031843 by Jim.Brown
Action RPG Game full UI overhaul.
Goals:
- new layout and art
- consolidate view to center of screen
- make buttons appear more like interactible objects
- update button placement for reach and usability
- art pass for consistency of visual language (color, iconography, style)
Still to do:
- polish on some of the icons (temp art in several places)
- audio pass
- environment pass
- scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock)
Change 4033889 by Fred.Kimberley
Fixed some watches that were incorrectly displayed as not in scope.
Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged.
Change 4033921 by Fred.Kimberley
Remove unnecessary cast and unused variable.
Change 4034094 by Phillip.Kavan
Moved the Blueprint bookmarks feature out from under the experimental settings flag.
Change 4035553 by Marc.Audy
Remove unneeded UFUNCTION declaration
#jira UE-58030
Change 4035588 by Jim.Brown
RPG Game:
- Fixed a couple weapon icons (from temp art to more final version for review)
- Created 1st pass audio for Guardian enemies (attack, death, roar, swing)
- added reeeeeeeaally temp environmental audio (WIP)
- Started on audio for Spider creature (not in engine yet)
Change 4036698 by Phillip.Kavan
When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step.
Change summary:
- Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking.
- Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping.
#jira UE-52853
Change 4038454 by Marc.Audy
Remove unneeded validation code for old UC state system
Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class.
Change 4038487 by Jim.Brown
RPG Game:
- Icon work (still a couple placeholder, but almost done!)
- Audio pass on Guardian creature
- started audio on Spider creature (WIP)
Change 4040374 by Phillip.Kavan
When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play.
Change summary:
- Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump.
- Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review).
#jira UE-52853
Change 4040727 by Ben.Zeigler
Ability blueprint fixes
Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0
Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo
Added some comments
Change 4040812 by Fred.Kimberley
Fix errors and warnings in blueprint editor tests.
This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html).
Change 4041001 by Ben.Zeigler
Hook up skill cooldown to ui, bump cooldown to 2 seconds
Change 4041021 by Marc.Audy
PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist)
#jira UE-46077
#jira UE-58379
Change 4041038 by Fred.Kimberley
Remove UFUNCTION macros in overridden functions to fix build errors.
Change 4041671 by Fred.Kimberley
Added calls to delegates when a periodic effect executes a final time as it is being removed.
PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87)
Change 4041792 by Dan.Oconnor
Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer
#jira None
Change 4041796 by Dan.Oconnor
SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164
#jira UE-53734
Change 4041886 by Phillip.Kavan
Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled.
Change summary:
- Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks.
- Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged().
- Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes.
- Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize().
- Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor.
#jira UE-42333
Change 4042215 by Marc.Audy
Copy fix for depth of field in to Dev-Framework
#author Allan.Bentham
Change 4042732 by Marc.Audy
Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set
#jira UE-53965
Change 4042796 by Ben.Zeigler
#jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled
Change 4042943 by Jim.Brown
RPG Game:
- replaced all existing audio
- set up audio for all animations / matinee
- will need some polish when real audio comes in, but placeholder is good reference. :)
Change 4043287 by Ben.Zeigler
#jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none
#jira UE-57224 Fix it so pasting is correctly validated for soft object properties
Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal
Change 4043396 by Dan.Oconnor
Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped
#jira UE-58290
Change 4043708 by paulo.souza
Enemy progression intial commit + cleanups
Change 4045083 by Phillip.Kavan
Don't allow new bookmarks to be added when the name field is empty.
#jira UE-58220
Change 4045504 by Phillip.Kavan
The search bar is now functional in the Blueprint Bookmarks view.
#jira UE-58421
Change 4045516 by Phillip.Kavan
Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup).
#jira UE-55596
Change 4046707 by Jim.Brown
Action RPG Game
Guardians:
- Removed delay before grunts attack (so they don't just stand there anymore)
- Replaced idle animation with idle animation (was a scream, which they did every time they were idle)
HUD:
- Fixed skill meter not animating properly
- Added pulsing reminder around skill button when it's ready and hasn't been used
Character: (WIP)
- Fixed missing anim notify in Attack02
- Added missing notify (and sound) in a couple attacks
- reduced forward movement component of first couple attacks in combo move
Change 4046868 by Dan.Oconnor
Reparent blueprints before replacing references when using the 'delete and replace references' tool
#jira UE-57355
Change 4047012 by Jose.Gonzalez
Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate.
Change 4047018 by Jose.Gonzalez
Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets
Change 4047089 by paulo.souza
Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics
Change 4049741 by Jim.Brown
Action RPG Game:
- Set up Wave intro/outro screen
- Added a some audio stingers (legal approved, no need to replace)
- Content (music) file organization
Change 4050235 by Jim.Brown
Action RPG:
- Set up blocking volumes throughout entire map
- aligned all volumes on major grid lines
- turned off collision on all exterior rock meshes
- full rebuild
(should improve perf, collision, and pathing)
Change 4050440 by paulo.souza
Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions
Change 4050910 by paulo.souza
Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera
Change 4050920 by paulo.souza
Action RPG Game: Wave start and finish screen animation timing fix/polishing
Change 4050921 by paulo.souza
Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode
Change 4052161 by Jose.Gonzalez
Added player character efforts.
Adjusted soundcues for VO that plays during slow downs.
Added anims to support different sounds for mana/health potions
#jira UE-58598
Change 4052932 by Dan.Oconnor
Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant
#jira UE-58605
Change 4053179 by Jim.Brown
Action RPG Game:
- New front end (background, logo, buttons, animations)
- Updated HUD/UI with new art to match updated front end.
Change 4053187 by Marc.Audy
Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism.
Fix latent dynamic force feedback effects not updating their values when instructed to.
#jira UE-55921
Change 4053423 by Jose.Gonzalez
Added Guardian footsteps and concurrency rules for them.
Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check.
Added sword swings, adjusted volume per anim.
Added power up for Firewave.
Added Player Character footsteps.
Added whoosh for slo-mo meteors.
#jira UE-58598
Change 4053769 by Phillip.Kavan
Remove associated local bookmarks when Blueprint assets are deleted.
Change summary:
- Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only).
- Added FBlueprintEditorUtils::RemoveAllLocalBookmarks().
#jira UE-55606
Change 4053771 by Phillip.Kavan
CIS fix (failed P4 resolve)
Change 4053849 by Jose.Gonzalez
Spider large steps added, adjusted all anims and added them in the anims they weren't in.
Character collapse added.
Began work on Intro audio (creature sounds and timing)
#jira UE-58598
Change 4054042 by Jose.Gonzalez
Added Health and Mana cues, they now have seperate anims per item.
Added all Guardian VO, setup sequences and anims with matching audio.
Hammer and Axe swings added.
Level up cue added, adjusted anim.
Guardian swings and impacts added
#jira UE-58598
Change 4054375 by Marc.Audy
Ensure only that instanced IsEditorOnly components are displayed in the IWCE window
#jira UE-57954
Change 4054518 by Phillip.Kavan
For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion.
#jira UE-58738
Change 4054777 by Ben.Zeigler
#jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong
Change 4054796 by Fred.Kimberley
Improved watch window.
- shows watches from multiple blueprints.
- better indication of instances being debugged vs watches that aren't currently valid
Change 4055112 by Fred.Kimberley
PR #4273: Expose AIController public properties to BP (Contributed by Allar)
#jira UE-53007
Change 4055126 by Dan.Oconnor
Fix shadow variable
#jira UE-58763
Change 4055253 by paulo.souza
Action RPG Game - Fixes:
Player can die properly;
Should not be able to buy Souls;
Margins for the iPhoneX notch;
Change 4055279 by Fred.Kimberley
Added a helper function to make it easier to query containers for the presence of a single tag.
PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren)
#jira UE-57128
Change 4055511 by Ben.Zeigler
Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert
Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered
Change 4055981 by Jose.Gonzalez
Spider completed
#jira UE-58598
Change 4056011 by Jim.Brown
RPG Game:
- Fixed textures that weren't power of 2 for mobile
- Updated main menu screens with better lighting/resolution
- lighting tweaks to main level
- Gameplay balance tweaks (should be a bit more difficult now)
- more enemies per wave
- tighter distribution of enemy levels
- Differentiated enemies:
- Lvl 1 enemies are smaller w/ red effects
- Lvl 2 enemies are same size with yellow effects
- Lvl 3 enemies are larger with purplish effects
- Added effects to lvl 3 enemy's weapon (torch)
- Fixed color distrubution and transparency across buttons on the HUD
- Fixed button text eating input from buttons
- maybe some other stuff I forgot. :P
Change 4056192 by Dan.Oconnor
Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal
#jira None
Change 4056224 by Fred.Kimberley
Revert CL 4040812 for this file only. This change was not meant to be checked in.
#jira UE-58785
Change 4056239 by Marc.Audy
Components correctly display again.
Sprite components of Instanced components do appear. Can't solve that for now.
#jira UE-58747
Change 4056390 by Fred.Kimberley
Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called.
#jira UE-56986
Change 4056397 by Fred.Kimberley
Fix several minor issues with the watch window.
- Switched to more user friendly names for the instances being debugged
- Support copy and paste of multiple lines in the watch window
- Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged.
#jira UE-55707, UE-58273, UE-58703
Change 4056410 by Michael.Noland
Core: Added FUNC_Const to FUNC_FuncInherit
Change 4056515 by Phillip.Kavan
Fix crash on load during serialization of function entry nodes if the generated class is not yet available.
#jira UE-58783
Change 4056530 by Jose.Gonzalez
Set up soundclasses for all soundcues.
PSMs for Potions, Abilities, Slomo, and Enemy
#jira UE-58598
Change 4056552 by Ben.Zeigler
#jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values
Change 4056554 by Ben.Zeigler
Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds
Change 4056558 by paulo.souza
Action RPG:
- Fixed weapon switching bug
- Added more time to play the game (added per wave)
- AnimBP now resets to idle animation when in Inventory mode
Change 4056634 by Ben.Zeigler
Stop error spam about loading null items
Change 4056638 by Ben.Zeigler
Cleaned up GameInstance handling of loading screens
Delete some unused assets and consolidate a physical material
Change 4056640 by Michael.Noland
PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar)
#jira UE-51273
Change 4056641 by Michael.Noland
PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar)
#jira UE-51293
Change 4056642 by Michael.Noland
PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56)
Change 4056644 by Michael.Noland
PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl)
Change 4056645 by Michael.Noland
PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist)
#jira UE-57273
Change 4056646 by Michael.Noland
Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified
PR #4687: (Contributed by projectgheist)
#jira UE-58082
Change 4056659 by Michael.Noland
PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed)
Change 4056662 by Michael.Noland
PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly)
#jira UE-58158, UE-58096
Change 4056664 by Michael.Noland
PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar)
#jira UE-51291
Change 4056665 by Michael.Noland
PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist)
Change 4056696 by Michael.Noland
PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar)
#jira UE-51292
Change 4056716 by Michael.Noland
PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits)
Change 4056720 by Michael.Noland
PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon)
Change 4056723 by Michael.Noland
PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron)
Change 4056744 by paulo.souza
Action RPG:
- Fixed null referenced assets
- Reinstated the "Add Souls" button (for QA)
- Reduced some UI images max cook resolution
Change 4056745 by Jose.Gonzalez
UI and Ambient sounds added
#jira UE-58598
Change 4057038 by Jim.Brown
RPG Game:
- Fixed broken title screen
Change 4057043 by Jim.Brown
RPG Game:
- Lowered footstep volume
Change 4057071 by Jim.Brown
RPG Game: fixed broken logo/title widget
Change 4057079 by Michael.Noland
Blueprints: Fixing a static analysis error in the watch window
Change 4057112 by Jim.Brown
RPG Game: updated logo (downsized from 2048 to 1024 and improved quality)
Change 4057201 by Jim.Brown
RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances.
Change 4057245 by Jim.Brown
RPG Game: Lowered pitch of sword swing
Change 4057443 by Marc.Audy
Property counts will be different in cooked and uncooked builds due to the editor only properties
Change 4057515 by Jim.Brown
Action RPG:
- Replaced background image in main menu with much higher quality art
- Removed dynamic spotlight that was causing perf hitch in main map
- Added slight animation to damage number pops
- Audio tweaks
Change 4020341 by Phillip.Kavan
(Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- Restored 4016447.
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods.
- Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion.
#jira UE-52372
Change 4024137 by Ben.Zeigler
Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions
Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum
Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo
Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags
Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code
Change 4035540 by Marc.Audy
Make UWidget::IsHovered virtual
Change 4043467 by Ben.Zeigler
#jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories
#jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654
These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI
[CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -04:00
{
2019-05-20 21:56:22 -04:00
// If this is explicitly a reference collector, or it's a save with no backing archive, then we want to use the function variable cache if it exists
// It's not safe to regenerate the cache at this point as we could be in GIsSaving
if ( FunctionVariableCache . IsValid ( ) & & FunctionVariableCache - > IsValid ( ) )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden
#rb
============================
MAJOR FEATURES & CHANGES
============================
Change 4007876 by Ben.Zeigler
Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller
The player starts with 0 souls, but I hooked up the + on the souls display to grant 50
Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup
Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design
Change 4008251 by Mieszko.Zielinski
PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist)
Also addresses #jira UE-57869
Change 4008530 by Ben.Zeigler
Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue
Change 4008694 by Ben.Zeigler
Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie
This option is disabled by default because game-specific tick functions may be doing unsafe slate operations
Change 4008698 by Ben.Zeigler
Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that
This depends on engine tick working from the loading movie, a feature I just added
Change 4008699 by Ben.Zeigler
Add SaveGame flag to gameplay tags so they can be used for native save systems
Change 4008941 by Ben.Zeigler
Hook up Fireball using new functions that allow applying an effect container spec from a projectile
Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next
Rename some ability functions to make them shorter
Change 4008943 by Dan.Oconnor
Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text
#jira UE-56478
Change 4010465 by Marc.Audy
Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels.
Change 4010508 by Marc.Audy
PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist)
#jira UE-57775
Change 4010845 by Dan.Oconnor
Avoid crashing trying to serialize a subobject that was create outside of a transaction
#jira UE-57419
Change 4012148 by Phillip.Kavan
PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel.
#jira UE-55988
Change 4012393 by mason.seay
Test BP with 512 components
Change 4015966 by mason.seay
Updated BP to add split pin debugging
Change 4016110 by Marc.Audy
(4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que)
#jira UE-58009
Change 4016447 by Phillip.Kavan
Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class.
#jira UE-52372
Change 4016463 by Phillip.Kavan
CIS fix - back out changelist 4016447 (temp)
Change 4017382 by Dan.Oconnor
Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker
Change 4020602 by paulo.souza
Lighting improvements and optmizations
Change 4020638 by paulo.souza
Icons and launch screens on mobile (Android and iOS)
Change 4021340 by Ben.Zeigler
Fix Map/Set add comments to be accurate, the return value was removed
Change 4021392 by Ben.Zeigler
#jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup
Change 4021480 by mason.seay
Reorganized comments and nodes
Change 4025794 by mason.seay
Cleared all watches
Change 4026141 by Mieszko.Zielinski
Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4
In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user:
https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html
#jira none
Change 4027427 by Dan.Oconnor
Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector
#jira UE-58115
Change 4027434 by Ben.Zeigler
Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them
Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO
Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended
Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games
Change 4028656 by Ben.Zeigler
Added comments and cleaned up ActionRPG code, done with primary features
Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this
Add inventory interface that is used instead of having character explicitly cast to player controller
Change 4029079 by paulo.souza
Fixes to camera rotation when using the AutoMode + UI changes
Change 4030066 by Phillip.Kavan
Message (interface) call nodes no longer display the skeleton class name in the node subtitle.
Change summary:
- Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries.
#jira nojira
Change 4031843 by Jim.Brown
Action RPG Game full UI overhaul.
Goals:
- new layout and art
- consolidate view to center of screen
- make buttons appear more like interactible objects
- update button placement for reach and usability
- art pass for consistency of visual language (color, iconography, style)
Still to do:
- polish on some of the icons (temp art in several places)
- audio pass
- environment pass
- scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock)
Change 4033889 by Fred.Kimberley
Fixed some watches that were incorrectly displayed as not in scope.
Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged.
Change 4033921 by Fred.Kimberley
Remove unnecessary cast and unused variable.
Change 4034094 by Phillip.Kavan
Moved the Blueprint bookmarks feature out from under the experimental settings flag.
Change 4035553 by Marc.Audy
Remove unneeded UFUNCTION declaration
#jira UE-58030
Change 4035588 by Jim.Brown
RPG Game:
- Fixed a couple weapon icons (from temp art to more final version for review)
- Created 1st pass audio for Guardian enemies (attack, death, roar, swing)
- added reeeeeeeaally temp environmental audio (WIP)
- Started on audio for Spider creature (not in engine yet)
Change 4036698 by Phillip.Kavan
When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step.
Change summary:
- Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking.
- Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping.
#jira UE-52853
Change 4038454 by Marc.Audy
Remove unneeded validation code for old UC state system
Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class.
Change 4038487 by Jim.Brown
RPG Game:
- Icon work (still a couple placeholder, but almost done!)
- Audio pass on Guardian creature
- started audio on Spider creature (WIP)
Change 4040374 by Phillip.Kavan
When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play.
Change summary:
- Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump.
- Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review).
#jira UE-52853
Change 4040727 by Ben.Zeigler
Ability blueprint fixes
Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0
Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo
Added some comments
Change 4040812 by Fred.Kimberley
Fix errors and warnings in blueprint editor tests.
This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html).
Change 4041001 by Ben.Zeigler
Hook up skill cooldown to ui, bump cooldown to 2 seconds
Change 4041021 by Marc.Audy
PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist)
#jira UE-46077
#jira UE-58379
Change 4041038 by Fred.Kimberley
Remove UFUNCTION macros in overridden functions to fix build errors.
Change 4041671 by Fred.Kimberley
Added calls to delegates when a periodic effect executes a final time as it is being removed.
PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87)
Change 4041792 by Dan.Oconnor
Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer
#jira None
Change 4041796 by Dan.Oconnor
SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164
#jira UE-53734
Change 4041886 by Phillip.Kavan
Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled.
Change summary:
- Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks.
- Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged().
- Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes.
- Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize().
- Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor.
#jira UE-42333
Change 4042215 by Marc.Audy
Copy fix for depth of field in to Dev-Framework
#author Allan.Bentham
Change 4042732 by Marc.Audy
Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set
#jira UE-53965
Change 4042796 by Ben.Zeigler
#jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled
Change 4042943 by Jim.Brown
RPG Game:
- replaced all existing audio
- set up audio for all animations / matinee
- will need some polish when real audio comes in, but placeholder is good reference. :)
Change 4043287 by Ben.Zeigler
#jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none
#jira UE-57224 Fix it so pasting is correctly validated for soft object properties
Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal
Change 4043396 by Dan.Oconnor
Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped
#jira UE-58290
Change 4043708 by paulo.souza
Enemy progression intial commit + cleanups
Change 4045083 by Phillip.Kavan
Don't allow new bookmarks to be added when the name field is empty.
#jira UE-58220
Change 4045504 by Phillip.Kavan
The search bar is now functional in the Blueprint Bookmarks view.
#jira UE-58421
Change 4045516 by Phillip.Kavan
Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup).
#jira UE-55596
Change 4046707 by Jim.Brown
Action RPG Game
Guardians:
- Removed delay before grunts attack (so they don't just stand there anymore)
- Replaced idle animation with idle animation (was a scream, which they did every time they were idle)
HUD:
- Fixed skill meter not animating properly
- Added pulsing reminder around skill button when it's ready and hasn't been used
Character: (WIP)
- Fixed missing anim notify in Attack02
- Added missing notify (and sound) in a couple attacks
- reduced forward movement component of first couple attacks in combo move
Change 4046868 by Dan.Oconnor
Reparent blueprints before replacing references when using the 'delete and replace references' tool
#jira UE-57355
Change 4047012 by Jose.Gonzalez
Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate.
Change 4047018 by Jose.Gonzalez
Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets
Change 4047089 by paulo.souza
Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics
Change 4049741 by Jim.Brown
Action RPG Game:
- Set up Wave intro/outro screen
- Added a some audio stingers (legal approved, no need to replace)
- Content (music) file organization
Change 4050235 by Jim.Brown
Action RPG:
- Set up blocking volumes throughout entire map
- aligned all volumes on major grid lines
- turned off collision on all exterior rock meshes
- full rebuild
(should improve perf, collision, and pathing)
Change 4050440 by paulo.souza
Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions
Change 4050910 by paulo.souza
Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera
Change 4050920 by paulo.souza
Action RPG Game: Wave start and finish screen animation timing fix/polishing
Change 4050921 by paulo.souza
Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode
Change 4052161 by Jose.Gonzalez
Added player character efforts.
Adjusted soundcues for VO that plays during slow downs.
Added anims to support different sounds for mana/health potions
#jira UE-58598
Change 4052932 by Dan.Oconnor
Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant
#jira UE-58605
Change 4053179 by Jim.Brown
Action RPG Game:
- New front end (background, logo, buttons, animations)
- Updated HUD/UI with new art to match updated front end.
Change 4053187 by Marc.Audy
Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism.
Fix latent dynamic force feedback effects not updating their values when instructed to.
#jira UE-55921
Change 4053423 by Jose.Gonzalez
Added Guardian footsteps and concurrency rules for them.
Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check.
Added sword swings, adjusted volume per anim.
Added power up for Firewave.
Added Player Character footsteps.
Added whoosh for slo-mo meteors.
#jira UE-58598
Change 4053769 by Phillip.Kavan
Remove associated local bookmarks when Blueprint assets are deleted.
Change summary:
- Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only).
- Added FBlueprintEditorUtils::RemoveAllLocalBookmarks().
#jira UE-55606
Change 4053771 by Phillip.Kavan
CIS fix (failed P4 resolve)
Change 4053849 by Jose.Gonzalez
Spider large steps added, adjusted all anims and added them in the anims they weren't in.
Character collapse added.
Began work on Intro audio (creature sounds and timing)
#jira UE-58598
Change 4054042 by Jose.Gonzalez
Added Health and Mana cues, they now have seperate anims per item.
Added all Guardian VO, setup sequences and anims with matching audio.
Hammer and Axe swings added.
Level up cue added, adjusted anim.
Guardian swings and impacts added
#jira UE-58598
Change 4054375 by Marc.Audy
Ensure only that instanced IsEditorOnly components are displayed in the IWCE window
#jira UE-57954
Change 4054518 by Phillip.Kavan
For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion.
#jira UE-58738
Change 4054777 by Ben.Zeigler
#jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong
Change 4054796 by Fred.Kimberley
Improved watch window.
- shows watches from multiple blueprints.
- better indication of instances being debugged vs watches that aren't currently valid
Change 4055112 by Fred.Kimberley
PR #4273: Expose AIController public properties to BP (Contributed by Allar)
#jira UE-53007
Change 4055126 by Dan.Oconnor
Fix shadow variable
#jira UE-58763
Change 4055253 by paulo.souza
Action RPG Game - Fixes:
Player can die properly;
Should not be able to buy Souls;
Margins for the iPhoneX notch;
Change 4055279 by Fred.Kimberley
Added a helper function to make it easier to query containers for the presence of a single tag.
PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren)
#jira UE-57128
Change 4055511 by Ben.Zeigler
Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert
Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered
Change 4055981 by Jose.Gonzalez
Spider completed
#jira UE-58598
Change 4056011 by Jim.Brown
RPG Game:
- Fixed textures that weren't power of 2 for mobile
- Updated main menu screens with better lighting/resolution
- lighting tweaks to main level
- Gameplay balance tweaks (should be a bit more difficult now)
- more enemies per wave
- tighter distribution of enemy levels
- Differentiated enemies:
- Lvl 1 enemies are smaller w/ red effects
- Lvl 2 enemies are same size with yellow effects
- Lvl 3 enemies are larger with purplish effects
- Added effects to lvl 3 enemy's weapon (torch)
- Fixed color distrubution and transparency across buttons on the HUD
- Fixed button text eating input from buttons
- maybe some other stuff I forgot. :P
Change 4056192 by Dan.Oconnor
Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal
#jira None
Change 4056224 by Fred.Kimberley
Revert CL 4040812 for this file only. This change was not meant to be checked in.
#jira UE-58785
Change 4056239 by Marc.Audy
Components correctly display again.
Sprite components of Instanced components do appear. Can't solve that for now.
#jira UE-58747
Change 4056390 by Fred.Kimberley
Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called.
#jira UE-56986
Change 4056397 by Fred.Kimberley
Fix several minor issues with the watch window.
- Switched to more user friendly names for the instances being debugged
- Support copy and paste of multiple lines in the watch window
- Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged.
#jira UE-55707, UE-58273, UE-58703
Change 4056410 by Michael.Noland
Core: Added FUNC_Const to FUNC_FuncInherit
Change 4056515 by Phillip.Kavan
Fix crash on load during serialization of function entry nodes if the generated class is not yet available.
#jira UE-58783
Change 4056530 by Jose.Gonzalez
Set up soundclasses for all soundcues.
PSMs for Potions, Abilities, Slomo, and Enemy
#jira UE-58598
Change 4056552 by Ben.Zeigler
#jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values
Change 4056554 by Ben.Zeigler
Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds
Change 4056558 by paulo.souza
Action RPG:
- Fixed weapon switching bug
- Added more time to play the game (added per wave)
- AnimBP now resets to idle animation when in Inventory mode
Change 4056634 by Ben.Zeigler
Stop error spam about loading null items
Change 4056638 by Ben.Zeigler
Cleaned up GameInstance handling of loading screens
Delete some unused assets and consolidate a physical material
Change 4056640 by Michael.Noland
PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar)
#jira UE-51273
Change 4056641 by Michael.Noland
PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar)
#jira UE-51293
Change 4056642 by Michael.Noland
PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56)
Change 4056644 by Michael.Noland
PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl)
Change 4056645 by Michael.Noland
PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist)
#jira UE-57273
Change 4056646 by Michael.Noland
Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified
PR #4687: (Contributed by projectgheist)
#jira UE-58082
Change 4056659 by Michael.Noland
PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed)
Change 4056662 by Michael.Noland
PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly)
#jira UE-58158, UE-58096
Change 4056664 by Michael.Noland
PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar)
#jira UE-51291
Change 4056665 by Michael.Noland
PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist)
Change 4056696 by Michael.Noland
PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar)
#jira UE-51292
Change 4056716 by Michael.Noland
PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits)
Change 4056720 by Michael.Noland
PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon)
Change 4056723 by Michael.Noland
PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron)
Change 4056744 by paulo.souza
Action RPG:
- Fixed null referenced assets
- Reinstated the "Add Souls" button (for QA)
- Reduced some UI images max cook resolution
Change 4056745 by Jose.Gonzalez
UI and Ambient sounds added
#jira UE-58598
Change 4057038 by Jim.Brown
RPG Game:
- Fixed broken title screen
Change 4057043 by Jim.Brown
RPG Game:
- Lowered footstep volume
Change 4057071 by Jim.Brown
RPG Game: fixed broken logo/title widget
Change 4057079 by Michael.Noland
Blueprints: Fixing a static analysis error in the watch window
Change 4057112 by Jim.Brown
RPG Game: updated logo (downsized from 2048 to 1024 and improved quality)
Change 4057201 by Jim.Brown
RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances.
Change 4057245 by Jim.Brown
RPG Game: Lowered pitch of sword swing
Change 4057443 by Marc.Audy
Property counts will be different in cooked and uncooked builds due to the editor only properties
Change 4057515 by Jim.Brown
Action RPG:
- Replaced background image in main menu with much higher quality art
- Removed dynamic spotlight that was causing perf hitch in main map
- Added slight animation to damage number pops
- Audio tweaks
Change 4020341 by Phillip.Kavan
(Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- Restored 4016447.
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods.
- Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion.
#jira UE-52372
Change 4024137 by Ben.Zeigler
Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions
Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum
Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo
Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags
Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code
Change 4035540 by Marc.Audy
Make UWidget::IsHovered virtual
Change 4043467 by Ben.Zeigler
#jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories
#jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654
These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI
[CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -04:00
{
2019-05-20 21:56:22 -04:00
UStruct * Struct = const_cast < UStruct * > ( FunctionVariableCache - > GetStruct ( ) ) ;
Struct - > SerializeBin ( Ar , FunctionVariableCache - > GetStructMemory ( ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden
#rb
============================
MAJOR FEATURES & CHANGES
============================
Change 4007876 by Ben.Zeigler
Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller
The player starts with 0 souls, but I hooked up the + on the souls display to grant 50
Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup
Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design
Change 4008251 by Mieszko.Zielinski
PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist)
Also addresses #jira UE-57869
Change 4008530 by Ben.Zeigler
Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue
Change 4008694 by Ben.Zeigler
Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie
This option is disabled by default because game-specific tick functions may be doing unsafe slate operations
Change 4008698 by Ben.Zeigler
Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that
This depends on engine tick working from the loading movie, a feature I just added
Change 4008699 by Ben.Zeigler
Add SaveGame flag to gameplay tags so they can be used for native save systems
Change 4008941 by Ben.Zeigler
Hook up Fireball using new functions that allow applying an effect container spec from a projectile
Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next
Rename some ability functions to make them shorter
Change 4008943 by Dan.Oconnor
Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text
#jira UE-56478
Change 4010465 by Marc.Audy
Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels.
Change 4010508 by Marc.Audy
PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist)
#jira UE-57775
Change 4010845 by Dan.Oconnor
Avoid crashing trying to serialize a subobject that was create outside of a transaction
#jira UE-57419
Change 4012148 by Phillip.Kavan
PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel.
#jira UE-55988
Change 4012393 by mason.seay
Test BP with 512 components
Change 4015966 by mason.seay
Updated BP to add split pin debugging
Change 4016110 by Marc.Audy
(4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que)
#jira UE-58009
Change 4016447 by Phillip.Kavan
Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class.
#jira UE-52372
Change 4016463 by Phillip.Kavan
CIS fix - back out changelist 4016447 (temp)
Change 4017382 by Dan.Oconnor
Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker
Change 4020602 by paulo.souza
Lighting improvements and optmizations
Change 4020638 by paulo.souza
Icons and launch screens on mobile (Android and iOS)
Change 4021340 by Ben.Zeigler
Fix Map/Set add comments to be accurate, the return value was removed
Change 4021392 by Ben.Zeigler
#jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup
Change 4021480 by mason.seay
Reorganized comments and nodes
Change 4025794 by mason.seay
Cleared all watches
Change 4026141 by Mieszko.Zielinski
Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4
In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user:
https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html
#jira none
Change 4027427 by Dan.Oconnor
Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector
#jira UE-58115
Change 4027434 by Ben.Zeigler
Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them
Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO
Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended
Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games
Change 4028656 by Ben.Zeigler
Added comments and cleaned up ActionRPG code, done with primary features
Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this
Add inventory interface that is used instead of having character explicitly cast to player controller
Change 4029079 by paulo.souza
Fixes to camera rotation when using the AutoMode + UI changes
Change 4030066 by Phillip.Kavan
Message (interface) call nodes no longer display the skeleton class name in the node subtitle.
Change summary:
- Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries.
#jira nojira
Change 4031843 by Jim.Brown
Action RPG Game full UI overhaul.
Goals:
- new layout and art
- consolidate view to center of screen
- make buttons appear more like interactible objects
- update button placement for reach and usability
- art pass for consistency of visual language (color, iconography, style)
Still to do:
- polish on some of the icons (temp art in several places)
- audio pass
- environment pass
- scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock)
Change 4033889 by Fred.Kimberley
Fixed some watches that were incorrectly displayed as not in scope.
Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged.
Change 4033921 by Fred.Kimberley
Remove unnecessary cast and unused variable.
Change 4034094 by Phillip.Kavan
Moved the Blueprint bookmarks feature out from under the experimental settings flag.
Change 4035553 by Marc.Audy
Remove unneeded UFUNCTION declaration
#jira UE-58030
Change 4035588 by Jim.Brown
RPG Game:
- Fixed a couple weapon icons (from temp art to more final version for review)
- Created 1st pass audio for Guardian enemies (attack, death, roar, swing)
- added reeeeeeeaally temp environmental audio (WIP)
- Started on audio for Spider creature (not in engine yet)
Change 4036698 by Phillip.Kavan
When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step.
Change summary:
- Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking.
- Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping.
#jira UE-52853
Change 4038454 by Marc.Audy
Remove unneeded validation code for old UC state system
Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class.
Change 4038487 by Jim.Brown
RPG Game:
- Icon work (still a couple placeholder, but almost done!)
- Audio pass on Guardian creature
- started audio on Spider creature (WIP)
Change 4040374 by Phillip.Kavan
When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play.
Change summary:
- Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump.
- Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review).
#jira UE-52853
Change 4040727 by Ben.Zeigler
Ability blueprint fixes
Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0
Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo
Added some comments
Change 4040812 by Fred.Kimberley
Fix errors and warnings in blueprint editor tests.
This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html).
Change 4041001 by Ben.Zeigler
Hook up skill cooldown to ui, bump cooldown to 2 seconds
Change 4041021 by Marc.Audy
PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist)
#jira UE-46077
#jira UE-58379
Change 4041038 by Fred.Kimberley
Remove UFUNCTION macros in overridden functions to fix build errors.
Change 4041671 by Fred.Kimberley
Added calls to delegates when a periodic effect executes a final time as it is being removed.
PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87)
Change 4041792 by Dan.Oconnor
Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer
#jira None
Change 4041796 by Dan.Oconnor
SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164
#jira UE-53734
Change 4041886 by Phillip.Kavan
Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled.
Change summary:
- Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks.
- Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged().
- Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes.
- Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize().
- Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor.
#jira UE-42333
Change 4042215 by Marc.Audy
Copy fix for depth of field in to Dev-Framework
#author Allan.Bentham
Change 4042732 by Marc.Audy
Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set
#jira UE-53965
Change 4042796 by Ben.Zeigler
#jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled
Change 4042943 by Jim.Brown
RPG Game:
- replaced all existing audio
- set up audio for all animations / matinee
- will need some polish when real audio comes in, but placeholder is good reference. :)
Change 4043287 by Ben.Zeigler
#jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none
#jira UE-57224 Fix it so pasting is correctly validated for soft object properties
Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal
Change 4043396 by Dan.Oconnor
Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped
#jira UE-58290
Change 4043708 by paulo.souza
Enemy progression intial commit + cleanups
Change 4045083 by Phillip.Kavan
Don't allow new bookmarks to be added when the name field is empty.
#jira UE-58220
Change 4045504 by Phillip.Kavan
The search bar is now functional in the Blueprint Bookmarks view.
#jira UE-58421
Change 4045516 by Phillip.Kavan
Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup).
#jira UE-55596
Change 4046707 by Jim.Brown
Action RPG Game
Guardians:
- Removed delay before grunts attack (so they don't just stand there anymore)
- Replaced idle animation with idle animation (was a scream, which they did every time they were idle)
HUD:
- Fixed skill meter not animating properly
- Added pulsing reminder around skill button when it's ready and hasn't been used
Character: (WIP)
- Fixed missing anim notify in Attack02
- Added missing notify (and sound) in a couple attacks
- reduced forward movement component of first couple attacks in combo move
Change 4046868 by Dan.Oconnor
Reparent blueprints before replacing references when using the 'delete and replace references' tool
#jira UE-57355
Change 4047012 by Jose.Gonzalez
Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate.
Change 4047018 by Jose.Gonzalez
Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets
Change 4047089 by paulo.souza
Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics
Change 4049741 by Jim.Brown
Action RPG Game:
- Set up Wave intro/outro screen
- Added a some audio stingers (legal approved, no need to replace)
- Content (music) file organization
Change 4050235 by Jim.Brown
Action RPG:
- Set up blocking volumes throughout entire map
- aligned all volumes on major grid lines
- turned off collision on all exterior rock meshes
- full rebuild
(should improve perf, collision, and pathing)
Change 4050440 by paulo.souza
Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions
Change 4050910 by paulo.souza
Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera
Change 4050920 by paulo.souza
Action RPG Game: Wave start and finish screen animation timing fix/polishing
Change 4050921 by paulo.souza
Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode
Change 4052161 by Jose.Gonzalez
Added player character efforts.
Adjusted soundcues for VO that plays during slow downs.
Added anims to support different sounds for mana/health potions
#jira UE-58598
Change 4052932 by Dan.Oconnor
Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant
#jira UE-58605
Change 4053179 by Jim.Brown
Action RPG Game:
- New front end (background, logo, buttons, animations)
- Updated HUD/UI with new art to match updated front end.
Change 4053187 by Marc.Audy
Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism.
Fix latent dynamic force feedback effects not updating their values when instructed to.
#jira UE-55921
Change 4053423 by Jose.Gonzalez
Added Guardian footsteps and concurrency rules for them.
Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check.
Added sword swings, adjusted volume per anim.
Added power up for Firewave.
Added Player Character footsteps.
Added whoosh for slo-mo meteors.
#jira UE-58598
Change 4053769 by Phillip.Kavan
Remove associated local bookmarks when Blueprint assets are deleted.
Change summary:
- Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only).
- Added FBlueprintEditorUtils::RemoveAllLocalBookmarks().
#jira UE-55606
Change 4053771 by Phillip.Kavan
CIS fix (failed P4 resolve)
Change 4053849 by Jose.Gonzalez
Spider large steps added, adjusted all anims and added them in the anims they weren't in.
Character collapse added.
Began work on Intro audio (creature sounds and timing)
#jira UE-58598
Change 4054042 by Jose.Gonzalez
Added Health and Mana cues, they now have seperate anims per item.
Added all Guardian VO, setup sequences and anims with matching audio.
Hammer and Axe swings added.
Level up cue added, adjusted anim.
Guardian swings and impacts added
#jira UE-58598
Change 4054375 by Marc.Audy
Ensure only that instanced IsEditorOnly components are displayed in the IWCE window
#jira UE-57954
Change 4054518 by Phillip.Kavan
For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion.
#jira UE-58738
Change 4054777 by Ben.Zeigler
#jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong
Change 4054796 by Fred.Kimberley
Improved watch window.
- shows watches from multiple blueprints.
- better indication of instances being debugged vs watches that aren't currently valid
Change 4055112 by Fred.Kimberley
PR #4273: Expose AIController public properties to BP (Contributed by Allar)
#jira UE-53007
Change 4055126 by Dan.Oconnor
Fix shadow variable
#jira UE-58763
Change 4055253 by paulo.souza
Action RPG Game - Fixes:
Player can die properly;
Should not be able to buy Souls;
Margins for the iPhoneX notch;
Change 4055279 by Fred.Kimberley
Added a helper function to make it easier to query containers for the presence of a single tag.
PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren)
#jira UE-57128
Change 4055511 by Ben.Zeigler
Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert
Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered
Change 4055981 by Jose.Gonzalez
Spider completed
#jira UE-58598
Change 4056011 by Jim.Brown
RPG Game:
- Fixed textures that weren't power of 2 for mobile
- Updated main menu screens with better lighting/resolution
- lighting tweaks to main level
- Gameplay balance tweaks (should be a bit more difficult now)
- more enemies per wave
- tighter distribution of enemy levels
- Differentiated enemies:
- Lvl 1 enemies are smaller w/ red effects
- Lvl 2 enemies are same size with yellow effects
- Lvl 3 enemies are larger with purplish effects
- Added effects to lvl 3 enemy's weapon (torch)
- Fixed color distrubution and transparency across buttons on the HUD
- Fixed button text eating input from buttons
- maybe some other stuff I forgot. :P
Change 4056192 by Dan.Oconnor
Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal
#jira None
Change 4056224 by Fred.Kimberley
Revert CL 4040812 for this file only. This change was not meant to be checked in.
#jira UE-58785
Change 4056239 by Marc.Audy
Components correctly display again.
Sprite components of Instanced components do appear. Can't solve that for now.
#jira UE-58747
Change 4056390 by Fred.Kimberley
Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called.
#jira UE-56986
Change 4056397 by Fred.Kimberley
Fix several minor issues with the watch window.
- Switched to more user friendly names for the instances being debugged
- Support copy and paste of multiple lines in the watch window
- Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged.
#jira UE-55707, UE-58273, UE-58703
Change 4056410 by Michael.Noland
Core: Added FUNC_Const to FUNC_FuncInherit
Change 4056515 by Phillip.Kavan
Fix crash on load during serialization of function entry nodes if the generated class is not yet available.
#jira UE-58783
Change 4056530 by Jose.Gonzalez
Set up soundclasses for all soundcues.
PSMs for Potions, Abilities, Slomo, and Enemy
#jira UE-58598
Change 4056552 by Ben.Zeigler
#jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values
Change 4056554 by Ben.Zeigler
Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds
Change 4056558 by paulo.souza
Action RPG:
- Fixed weapon switching bug
- Added more time to play the game (added per wave)
- AnimBP now resets to idle animation when in Inventory mode
Change 4056634 by Ben.Zeigler
Stop error spam about loading null items
Change 4056638 by Ben.Zeigler
Cleaned up GameInstance handling of loading screens
Delete some unused assets and consolidate a physical material
Change 4056640 by Michael.Noland
PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar)
#jira UE-51273
Change 4056641 by Michael.Noland
PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar)
#jira UE-51293
Change 4056642 by Michael.Noland
PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56)
Change 4056644 by Michael.Noland
PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl)
Change 4056645 by Michael.Noland
PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist)
#jira UE-57273
Change 4056646 by Michael.Noland
Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified
PR #4687: (Contributed by projectgheist)
#jira UE-58082
Change 4056659 by Michael.Noland
PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed)
Change 4056662 by Michael.Noland
PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly)
#jira UE-58158, UE-58096
Change 4056664 by Michael.Noland
PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar)
#jira UE-51291
Change 4056665 by Michael.Noland
PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist)
Change 4056696 by Michael.Noland
PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar)
#jira UE-51292
Change 4056716 by Michael.Noland
PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits)
Change 4056720 by Michael.Noland
PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon)
Change 4056723 by Michael.Noland
PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron)
Change 4056744 by paulo.souza
Action RPG:
- Fixed null referenced assets
- Reinstated the "Add Souls" button (for QA)
- Reduced some UI images max cook resolution
Change 4056745 by Jose.Gonzalez
UI and Ambient sounds added
#jira UE-58598
Change 4057038 by Jim.Brown
RPG Game:
- Fixed broken title screen
Change 4057043 by Jim.Brown
RPG Game:
- Lowered footstep volume
Change 4057071 by Jim.Brown
RPG Game: fixed broken logo/title widget
Change 4057079 by Michael.Noland
Blueprints: Fixing a static analysis error in the watch window
Change 4057112 by Jim.Brown
RPG Game: updated logo (downsized from 2048 to 1024 and improved quality)
Change 4057201 by Jim.Brown
RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances.
Change 4057245 by Jim.Brown
RPG Game: Lowered pitch of sword swing
Change 4057443 by Marc.Audy
Property counts will be different in cooked and uncooked builds due to the editor only properties
Change 4057515 by Jim.Brown
Action RPG:
- Replaced background image in main menu with much higher quality art
- Removed dynamic spotlight that was causing perf hitch in main map
- Added slight animation to damage number pops
- Audio tweaks
Change 4020341 by Phillip.Kavan
(Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- Restored 4016447.
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods.
- Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion.
#jira UE-52372
Change 4024137 by Ben.Zeigler
Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions
Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum
Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo
Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags
Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code
Change 4035540 by Marc.Audy
Make UWidget::IsHovered virtual
Change 4043467 by Ben.Zeigler
#jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories
#jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654
These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI
[CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -04:00
2019-05-20 21:56:22 -04:00
// Copy back into defaults as they may have changed
2019-05-21 16:03:16 -04:00
UpdateDefaultsFromVariableStruct ( FunctionVariableCache - > GetStruct ( ) , FunctionVariableCache - > GetStructMemory ( ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden
#rb
============================
MAJOR FEATURES & CHANGES
============================
Change 4007876 by Ben.Zeigler
Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller
The player starts with 0 souls, but I hooked up the + on the souls display to grant 50
Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup
Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design
Change 4008251 by Mieszko.Zielinski
PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist)
Also addresses #jira UE-57869
Change 4008530 by Ben.Zeigler
Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue
Change 4008694 by Ben.Zeigler
Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie
This option is disabled by default because game-specific tick functions may be doing unsafe slate operations
Change 4008698 by Ben.Zeigler
Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that
This depends on engine tick working from the loading movie, a feature I just added
Change 4008699 by Ben.Zeigler
Add SaveGame flag to gameplay tags so they can be used for native save systems
Change 4008941 by Ben.Zeigler
Hook up Fireball using new functions that allow applying an effect container spec from a projectile
Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next
Rename some ability functions to make them shorter
Change 4008943 by Dan.Oconnor
Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text
#jira UE-56478
Change 4010465 by Marc.Audy
Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels.
Change 4010508 by Marc.Audy
PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist)
#jira UE-57775
Change 4010845 by Dan.Oconnor
Avoid crashing trying to serialize a subobject that was create outside of a transaction
#jira UE-57419
Change 4012148 by Phillip.Kavan
PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel.
#jira UE-55988
Change 4012393 by mason.seay
Test BP with 512 components
Change 4015966 by mason.seay
Updated BP to add split pin debugging
Change 4016110 by Marc.Audy
(4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que)
#jira UE-58009
Change 4016447 by Phillip.Kavan
Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class.
#jira UE-52372
Change 4016463 by Phillip.Kavan
CIS fix - back out changelist 4016447 (temp)
Change 4017382 by Dan.Oconnor
Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker
Change 4020602 by paulo.souza
Lighting improvements and optmizations
Change 4020638 by paulo.souza
Icons and launch screens on mobile (Android and iOS)
Change 4021340 by Ben.Zeigler
Fix Map/Set add comments to be accurate, the return value was removed
Change 4021392 by Ben.Zeigler
#jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup
Change 4021480 by mason.seay
Reorganized comments and nodes
Change 4025794 by mason.seay
Cleared all watches
Change 4026141 by Mieszko.Zielinski
Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4
In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user:
https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html
#jira none
Change 4027427 by Dan.Oconnor
Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector
#jira UE-58115
Change 4027434 by Ben.Zeigler
Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them
Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO
Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended
Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games
Change 4028656 by Ben.Zeigler
Added comments and cleaned up ActionRPG code, done with primary features
Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this
Add inventory interface that is used instead of having character explicitly cast to player controller
Change 4029079 by paulo.souza
Fixes to camera rotation when using the AutoMode + UI changes
Change 4030066 by Phillip.Kavan
Message (interface) call nodes no longer display the skeleton class name in the node subtitle.
Change summary:
- Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries.
#jira nojira
Change 4031843 by Jim.Brown
Action RPG Game full UI overhaul.
Goals:
- new layout and art
- consolidate view to center of screen
- make buttons appear more like interactible objects
- update button placement for reach and usability
- art pass for consistency of visual language (color, iconography, style)
Still to do:
- polish on some of the icons (temp art in several places)
- audio pass
- environment pass
- scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock)
Change 4033889 by Fred.Kimberley
Fixed some watches that were incorrectly displayed as not in scope.
Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged.
Change 4033921 by Fred.Kimberley
Remove unnecessary cast and unused variable.
Change 4034094 by Phillip.Kavan
Moved the Blueprint bookmarks feature out from under the experimental settings flag.
Change 4035553 by Marc.Audy
Remove unneeded UFUNCTION declaration
#jira UE-58030
Change 4035588 by Jim.Brown
RPG Game:
- Fixed a couple weapon icons (from temp art to more final version for review)
- Created 1st pass audio for Guardian enemies (attack, death, roar, swing)
- added reeeeeeeaally temp environmental audio (WIP)
- Started on audio for Spider creature (not in engine yet)
Change 4036698 by Phillip.Kavan
When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step.
Change summary:
- Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking.
- Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping.
#jira UE-52853
Change 4038454 by Marc.Audy
Remove unneeded validation code for old UC state system
Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class.
Change 4038487 by Jim.Brown
RPG Game:
- Icon work (still a couple placeholder, but almost done!)
- Audio pass on Guardian creature
- started audio on Spider creature (WIP)
Change 4040374 by Phillip.Kavan
When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play.
Change summary:
- Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump.
- Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review).
#jira UE-52853
Change 4040727 by Ben.Zeigler
Ability blueprint fixes
Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0
Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo
Added some comments
Change 4040812 by Fred.Kimberley
Fix errors and warnings in blueprint editor tests.
This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html).
Change 4041001 by Ben.Zeigler
Hook up skill cooldown to ui, bump cooldown to 2 seconds
Change 4041021 by Marc.Audy
PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist)
#jira UE-46077
#jira UE-58379
Change 4041038 by Fred.Kimberley
Remove UFUNCTION macros in overridden functions to fix build errors.
Change 4041671 by Fred.Kimberley
Added calls to delegates when a periodic effect executes a final time as it is being removed.
PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87)
Change 4041792 by Dan.Oconnor
Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer
#jira None
Change 4041796 by Dan.Oconnor
SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164
#jira UE-53734
Change 4041886 by Phillip.Kavan
Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled.
Change summary:
- Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks.
- Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged().
- Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes.
- Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize().
- Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor.
#jira UE-42333
Change 4042215 by Marc.Audy
Copy fix for depth of field in to Dev-Framework
#author Allan.Bentham
Change 4042732 by Marc.Audy
Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set
#jira UE-53965
Change 4042796 by Ben.Zeigler
#jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled
Change 4042943 by Jim.Brown
RPG Game:
- replaced all existing audio
- set up audio for all animations / matinee
- will need some polish when real audio comes in, but placeholder is good reference. :)
Change 4043287 by Ben.Zeigler
#jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none
#jira UE-57224 Fix it so pasting is correctly validated for soft object properties
Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal
Change 4043396 by Dan.Oconnor
Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped
#jira UE-58290
Change 4043708 by paulo.souza
Enemy progression intial commit + cleanups
Change 4045083 by Phillip.Kavan
Don't allow new bookmarks to be added when the name field is empty.
#jira UE-58220
Change 4045504 by Phillip.Kavan
The search bar is now functional in the Blueprint Bookmarks view.
#jira UE-58421
Change 4045516 by Phillip.Kavan
Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup).
#jira UE-55596
Change 4046707 by Jim.Brown
Action RPG Game
Guardians:
- Removed delay before grunts attack (so they don't just stand there anymore)
- Replaced idle animation with idle animation (was a scream, which they did every time they were idle)
HUD:
- Fixed skill meter not animating properly
- Added pulsing reminder around skill button when it's ready and hasn't been used
Character: (WIP)
- Fixed missing anim notify in Attack02
- Added missing notify (and sound) in a couple attacks
- reduced forward movement component of first couple attacks in combo move
Change 4046868 by Dan.Oconnor
Reparent blueprints before replacing references when using the 'delete and replace references' tool
#jira UE-57355
Change 4047012 by Jose.Gonzalez
Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate.
Change 4047018 by Jose.Gonzalez
Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets
Change 4047089 by paulo.souza
Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics
Change 4049741 by Jim.Brown
Action RPG Game:
- Set up Wave intro/outro screen
- Added a some audio stingers (legal approved, no need to replace)
- Content (music) file organization
Change 4050235 by Jim.Brown
Action RPG:
- Set up blocking volumes throughout entire map
- aligned all volumes on major grid lines
- turned off collision on all exterior rock meshes
- full rebuild
(should improve perf, collision, and pathing)
Change 4050440 by paulo.souza
Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions
Change 4050910 by paulo.souza
Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera
Change 4050920 by paulo.souza
Action RPG Game: Wave start and finish screen animation timing fix/polishing
Change 4050921 by paulo.souza
Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode
Change 4052161 by Jose.Gonzalez
Added player character efforts.
Adjusted soundcues for VO that plays during slow downs.
Added anims to support different sounds for mana/health potions
#jira UE-58598
Change 4052932 by Dan.Oconnor
Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant
#jira UE-58605
Change 4053179 by Jim.Brown
Action RPG Game:
- New front end (background, logo, buttons, animations)
- Updated HUD/UI with new art to match updated front end.
Change 4053187 by Marc.Audy
Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism.
Fix latent dynamic force feedback effects not updating their values when instructed to.
#jira UE-55921
Change 4053423 by Jose.Gonzalez
Added Guardian footsteps and concurrency rules for them.
Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check.
Added sword swings, adjusted volume per anim.
Added power up for Firewave.
Added Player Character footsteps.
Added whoosh for slo-mo meteors.
#jira UE-58598
Change 4053769 by Phillip.Kavan
Remove associated local bookmarks when Blueprint assets are deleted.
Change summary:
- Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only).
- Added FBlueprintEditorUtils::RemoveAllLocalBookmarks().
#jira UE-55606
Change 4053771 by Phillip.Kavan
CIS fix (failed P4 resolve)
Change 4053849 by Jose.Gonzalez
Spider large steps added, adjusted all anims and added them in the anims they weren't in.
Character collapse added.
Began work on Intro audio (creature sounds and timing)
#jira UE-58598
Change 4054042 by Jose.Gonzalez
Added Health and Mana cues, they now have seperate anims per item.
Added all Guardian VO, setup sequences and anims with matching audio.
Hammer and Axe swings added.
Level up cue added, adjusted anim.
Guardian swings and impacts added
#jira UE-58598
Change 4054375 by Marc.Audy
Ensure only that instanced IsEditorOnly components are displayed in the IWCE window
#jira UE-57954
Change 4054518 by Phillip.Kavan
For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion.
#jira UE-58738
Change 4054777 by Ben.Zeigler
#jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong
Change 4054796 by Fred.Kimberley
Improved watch window.
- shows watches from multiple blueprints.
- better indication of instances being debugged vs watches that aren't currently valid
Change 4055112 by Fred.Kimberley
PR #4273: Expose AIController public properties to BP (Contributed by Allar)
#jira UE-53007
Change 4055126 by Dan.Oconnor
Fix shadow variable
#jira UE-58763
Change 4055253 by paulo.souza
Action RPG Game - Fixes:
Player can die properly;
Should not be able to buy Souls;
Margins for the iPhoneX notch;
Change 4055279 by Fred.Kimberley
Added a helper function to make it easier to query containers for the presence of a single tag.
PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren)
#jira UE-57128
Change 4055511 by Ben.Zeigler
Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert
Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered
Change 4055981 by Jose.Gonzalez
Spider completed
#jira UE-58598
Change 4056011 by Jim.Brown
RPG Game:
- Fixed textures that weren't power of 2 for mobile
- Updated main menu screens with better lighting/resolution
- lighting tweaks to main level
- Gameplay balance tweaks (should be a bit more difficult now)
- more enemies per wave
- tighter distribution of enemy levels
- Differentiated enemies:
- Lvl 1 enemies are smaller w/ red effects
- Lvl 2 enemies are same size with yellow effects
- Lvl 3 enemies are larger with purplish effects
- Added effects to lvl 3 enemy's weapon (torch)
- Fixed color distrubution and transparency across buttons on the HUD
- Fixed button text eating input from buttons
- maybe some other stuff I forgot. :P
Change 4056192 by Dan.Oconnor
Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal
#jira None
Change 4056224 by Fred.Kimberley
Revert CL 4040812 for this file only. This change was not meant to be checked in.
#jira UE-58785
Change 4056239 by Marc.Audy
Components correctly display again.
Sprite components of Instanced components do appear. Can't solve that for now.
#jira UE-58747
Change 4056390 by Fred.Kimberley
Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called.
#jira UE-56986
Change 4056397 by Fred.Kimberley
Fix several minor issues with the watch window.
- Switched to more user friendly names for the instances being debugged
- Support copy and paste of multiple lines in the watch window
- Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged.
#jira UE-55707, UE-58273, UE-58703
Change 4056410 by Michael.Noland
Core: Added FUNC_Const to FUNC_FuncInherit
Change 4056515 by Phillip.Kavan
Fix crash on load during serialization of function entry nodes if the generated class is not yet available.
#jira UE-58783
Change 4056530 by Jose.Gonzalez
Set up soundclasses for all soundcues.
PSMs for Potions, Abilities, Slomo, and Enemy
#jira UE-58598
Change 4056552 by Ben.Zeigler
#jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values
Change 4056554 by Ben.Zeigler
Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds
Change 4056558 by paulo.souza
Action RPG:
- Fixed weapon switching bug
- Added more time to play the game (added per wave)
- AnimBP now resets to idle animation when in Inventory mode
Change 4056634 by Ben.Zeigler
Stop error spam about loading null items
Change 4056638 by Ben.Zeigler
Cleaned up GameInstance handling of loading screens
Delete some unused assets and consolidate a physical material
Change 4056640 by Michael.Noland
PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar)
#jira UE-51273
Change 4056641 by Michael.Noland
PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar)
#jira UE-51293
Change 4056642 by Michael.Noland
PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56)
Change 4056644 by Michael.Noland
PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl)
Change 4056645 by Michael.Noland
PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist)
#jira UE-57273
Change 4056646 by Michael.Noland
Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified
PR #4687: (Contributed by projectgheist)
#jira UE-58082
Change 4056659 by Michael.Noland
PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed)
Change 4056662 by Michael.Noland
PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly)
#jira UE-58158, UE-58096
Change 4056664 by Michael.Noland
PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar)
#jira UE-51291
Change 4056665 by Michael.Noland
PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist)
Change 4056696 by Michael.Noland
PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar)
#jira UE-51292
Change 4056716 by Michael.Noland
PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits)
Change 4056720 by Michael.Noland
PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon)
Change 4056723 by Michael.Noland
PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron)
Change 4056744 by paulo.souza
Action RPG:
- Fixed null referenced assets
- Reinstated the "Add Souls" button (for QA)
- Reduced some UI images max cook resolution
Change 4056745 by Jose.Gonzalez
UI and Ambient sounds added
#jira UE-58598
Change 4057038 by Jim.Brown
RPG Game:
- Fixed broken title screen
Change 4057043 by Jim.Brown
RPG Game:
- Lowered footstep volume
Change 4057071 by Jim.Brown
RPG Game: fixed broken logo/title widget
Change 4057079 by Michael.Noland
Blueprints: Fixing a static analysis error in the watch window
Change 4057112 by Jim.Brown
RPG Game: updated logo (downsized from 2048 to 1024 and improved quality)
Change 4057201 by Jim.Brown
RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances.
Change 4057245 by Jim.Brown
RPG Game: Lowered pitch of sword swing
Change 4057443 by Marc.Audy
Property counts will be different in cooked and uncooked builds due to the editor only properties
Change 4057515 by Jim.Brown
Action RPG:
- Replaced background image in main menu with much higher quality art
- Removed dynamic spotlight that was causing perf hitch in main map
- Added slight animation to damage number pops
- Audio tweaks
Change 4020341 by Phillip.Kavan
(Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- Restored 4016447.
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods.
- Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion.
#jira UE-52372
Change 4024137 by Ben.Zeigler
Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions
Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum
Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo
Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags
Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code
Change 4035540 by Marc.Audy
Make UWidget::IsHovered virtual
Change 4043467 by Ben.Zeigler
#jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories
#jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654
These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI
[CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -04:00
}
}
}
else if ( Ar . IsLoading ( ) )
[UE-2345] BP - enforce const-correctness in native const class method overrides
this change introduces enforcement of 'const-correctness' into implemented function graphs.
summary:
if you have a function declared in C++ like this:
UFUNCTION(BlueprintImplementableEvent)
int32 MyFunctionThatReturnsSomeValue() const;
if you implement that (BPIE) function in a Blueprint that's parented to that native class, it will now be flagged as 'const'. this makes any properties of 'self' read-only within the context of that graph, which means the compiler will emit an error if you try to set a property or otherwise call a non-const, non-static function with 'self' as the target.
if there happens to already be an implemented const function in a Blueprint that was in place prior to this change, the compiler will emit a warning instead of an error, in order to allow existing Blueprints that may currently be "violating" const within the context of a const BPIE function to still compile, while still alerting to issues that should probably be addressed.
notes:
1) this also applies to BlueprintNativeEvent (BPNE) implementations, and also when implementing BPIE/BPNE interface methods that are also declared as const
2) a const BPIE/BPNE function with no return value and no output parameters will be implemented as a "normal" impure function, and not as an event as in the non-const case
3) a const BPIE/BPNE function with a return value and/or output parameters will currently be implemented as a pure function, regardless of whether or not BlueprintCallable is specified
4) this CL also retains some consolidation of static function validation code that i had previously done, mostly to allow static functions to more easily be whitelisted for const function graphs
#codereview Nick.Whiting, Michael.Noland
[CL 2368059 by Phillip Kavan in Main branch]
2014-11-21 17:47:17 -05:00
{
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
if ( Ar . CustomVer ( FFrameworkObjectVersion : : GUID ) < FFrameworkObjectVersion : : LocalVariablesBlueprintVisible )
{
for ( FBPVariableDescription & LocalVariable : LocalVariables )
{
LocalVariable . PropertyFlags | = CPF_BlueprintVisible ;
}
}
2021-04-14 05:14:13 -04:00
if ( Ar . UEVer ( ) < VER_UE4_BLUEPRINT_ENFORCE_CONST_IN_FUNCTION_OVERRIDES
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
| | ( ( Ar . CustomVer ( FFrameworkObjectVersion : : GUID ) < FFrameworkObjectVersion : : EnforceConstInAnimBlueprintFunctionGraphs ) & & GetBlueprint ( ) - > IsA < UAnimBlueprint > ( ) ) )
[UE-2345] BP - enforce const-correctness in native const class method overrides
this change introduces enforcement of 'const-correctness' into implemented function graphs.
summary:
if you have a function declared in C++ like this:
UFUNCTION(BlueprintImplementableEvent)
int32 MyFunctionThatReturnsSomeValue() const;
if you implement that (BPIE) function in a Blueprint that's parented to that native class, it will now be flagged as 'const'. this makes any properties of 'self' read-only within the context of that graph, which means the compiler will emit an error if you try to set a property or otherwise call a non-const, non-static function with 'self' as the target.
if there happens to already be an implemented const function in a Blueprint that was in place prior to this change, the compiler will emit a warning instead of an error, in order to allow existing Blueprints that may currently be "violating" const within the context of a const BPIE function to still compile, while still alerting to issues that should probably be addressed.
notes:
1) this also applies to BlueprintNativeEvent (BPNE) implementations, and also when implementing BPIE/BPNE interface methods that are also declared as const
2) a const BPIE/BPNE function with no return value and no output parameters will be implemented as a "normal" impure function, and not as an event as in the non-const case
3) a const BPIE/BPNE function with a return value and/or output parameters will currently be implemented as a pure function, regardless of whether or not BlueprintCallable is specified
4) this CL also retains some consolidation of static function validation code that i had previously done, mostly to allow static functions to more easily be whitelisted for const function graphs
#codereview Nick.Whiting, Michael.Noland
[CL 2368059 by Phillip Kavan in Main branch]
2014-11-21 17:47:17 -05:00
{
// Allow legacy implementations to violate const-correctness
bEnforceConstCorrectness = false ;
}
2015-11-17 14:50:21 -05:00
2016-02-12 17:00:45 -05:00
if ( Ar . CustomVer ( FBlueprintsObjectVersion : : GUID ) < FBlueprintsObjectVersion : : CleanBlueprintFunctionFlags )
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2716841 on 2015/10/05 by Mike.Beach
(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).
#codereview Maciej.Mroz
Change 2719089 on 2015/10/07 by Maciej.Mroz
ToValidCPPIdentifierChars handles propertly '?' char.
#codereview Dan.Oconnor
Change 2719361 on 2015/10/07 by Maciej.Mroz
Generated native code for AnimBPGC - some preliminary changes.
Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"
The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.
#codereview Lina.Halper, Thomas.Sarkanen
Change 2719383 on 2015/10/07 by Maciej.Mroz
Debug-only code removed
Change 2720528 on 2015/10/07 by Dan.Oconnor
Fix for determinsitc cooking of async tasks and load asset nodes
#codereview Mike.Beach, Maciej.Mroz
Change 2721273 on 2015/10/08 by Maciej.Mroz
Blueprint Compiler Cpp Backend
- Anim Blueprints can be converted
- Various fixes/improvements
Change 2721310 on 2015/10/08 by Maciej.Mroz
refactor (cl#2719361) - no "auto" keyword
Change 2721727 on 2015/10/08 by Mike.Beach
(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.
- Refactored the conversion manifest (using a map over an array)
- Centralized destination paths into a helper struct (for the manifest)
- Generating an Editor module that automatically hooks into the cook process when enabled
- Loading and applying native replacments for the cook
Change 2723276 on 2015/10/09 by Michael.Schoell
Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.
#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736
Change 2724345 on 2015/10/11 by Ben.Cosh
Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
#UEBP-21 - Profiling data capture and storage
#UEBP-13 - Performance capture landing page
#Branch UE4
#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine
Change 2724613 on 2015/10/12 by Ben.Cosh
Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
#Branch UE4
#Proj BlueprintProfiler
#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.
Change 2724723 on 2015/10/12 by Maciej.Mroz
Constructor of a dynamic class creates CDO.
#codereview Robert.Manuszewski
Change 2725108 on 2015/10/12 by Mike.Beach
[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.
Change 2726358 on 2015/10/13 by Maciej.Mroz
UDataTable is properly saved even if its RowStruct is null.
https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html
Change 2727395 on 2015/10/13 by Mike.Beach
(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
* Using stubs for replacements (rather than loading dynamic replacement).
* Giving the cook commandlet more control (so a conversion could be ran directly).
* Now logging replacements by old object path (to account for UPackage replacement queries).
* Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).
#codereview Maciej.Mroz
Change 2727484 on 2015/10/13 by Mike.Beach
[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.
Change 2727527 on 2015/10/13 by Mike.Beach
Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.
Change 2727702 on 2015/10/13 by Dan.Oconnor
Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)
Change 2727968 on 2015/10/14 by Maciej.Mroz
Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete.
FindOrLoadClass behaves now like FindOrLoadObject.
#codereview Robert.Manuszewski, Nick.Whiting
Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
{
// Flags we explicitly use ExtraFlags for (at the time this fix was made):
// FUNC_Public, FUNC_Protected, FUNC_Private,
// FUNC_Static, FUNC_Const,
// FUNC_BlueprintPure, FUNC_BlueprintCallable, FUNC_BlueprintEvent, FUNC_BlueprintAuthorityOnly,
// FUNC_Net, FUNC_NetMulticast, FUNC_NetServer, FUNC_NetClient, FUNC_NetReliable
//
// FUNC_Exec, FUNC_Event, & FUNC_BlueprintCosmetic are all inherited
// in FKismetCompilerContext::PrecompileFunction()
static const uint32 InvalidExtraFlagsMask = FUNC_Final | FUNC_RequiredAPI | FUNC_BlueprintCosmetic |
FUNC_NetRequest | FUNC_Exec | FUNC_Native | FUNC_Event | FUNC_NetResponse | FUNC_MulticastDelegate |
FUNC_Delegate | FUNC_HasOutParms | FUNC_HasDefaults | FUNC_DLLImport | FUNC_NetValidate ;
ExtraFlags & = ~ InvalidExtraFlagsMask ;
}
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
if ( Ar . CustomVer ( FFrameworkObjectVersion : : GUID ) < FFrameworkObjectVersion : : ChangeAssetPinsToString )
{
const UEdGraphSchema_K2 * K2Schema = GetDefault < UEdGraphSchema_K2 > ( ) ;
// Prior to this version, changing the type of a local variable would lead to corrupt default value strings
for ( FBPVariableDescription & LocalVar : LocalVariables )
{
FString UseDefaultValue ;
2021-03-18 16:13:13 -04:00
TObjectPtr < UObject > UseDefaultObject = nullptr ;
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
FText UseDefaultText ;
if ( ! LocalVar . DefaultValue . IsEmpty ( ) )
{
K2Schema - > GetPinDefaultValuesFromString ( LocalVar . VarType , this , LocalVar . DefaultValue , UseDefaultValue , UseDefaultObject , UseDefaultText ) ;
FString ErrorMessage ;
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 ( ! K2Schema - > DefaultValueSimpleValidation ( LocalVar . VarType , LocalVar . VarName , UseDefaultValue , UseDefaultObject , UseDefaultText , & ErrorMessage ) )
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 UBlueprint * Blueprint = GetBlueprint ( ) ;
UE_LOG ( LogBlueprint , Log , TEXT ( " Clearing invalid default value for local variable %s on blueprint %s: %s " ) , * LocalVar . VarName . ToString ( ) , Blueprint ? * Blueprint - > GetName ( ) : TEXT ( " Unknown " ) , * ErrorMessage ) ;
LocalVar . DefaultValue . Reset ( ) ;
}
}
}
}
[UE-2345] BP - enforce const-correctness in native const class method overrides
this change introduces enforcement of 'const-correctness' into implemented function graphs.
summary:
if you have a function declared in C++ like this:
UFUNCTION(BlueprintImplementableEvent)
int32 MyFunctionThatReturnsSomeValue() const;
if you implement that (BPIE) function in a Blueprint that's parented to that native class, it will now be flagged as 'const'. this makes any properties of 'self' read-only within the context of that graph, which means the compiler will emit an error if you try to set a property or otherwise call a non-const, non-static function with 'self' as the target.
if there happens to already be an implemented const function in a Blueprint that was in place prior to this change, the compiler will emit a warning instead of an error, in order to allow existing Blueprints that may currently be "violating" const within the context of a const BPIE function to still compile, while still alerting to issues that should probably be addressed.
notes:
1) this also applies to BlueprintNativeEvent (BPNE) implementations, and also when implementing BPIE/BPNE interface methods that are also declared as const
2) a const BPIE/BPNE function with no return value and no output parameters will be implemented as a "normal" impure function, and not as an event as in the non-const case
3) a const BPIE/BPNE function with a return value and/or output parameters will currently be implemented as a pure function, regardless of whether or not BlueprintCallable is specified
4) this CL also retains some consolidation of static function validation code that i had previously done, mostly to allow static functions to more easily be whitelisted for const function graphs
#codereview Nick.Whiting, Michael.Noland
[CL 2368059 by Phillip Kavan in Main branch]
2014-11-21 17:47:17 -05:00
}
2014-03-14 14:13:41 -04:00
}
2014-04-23 18:30:37 -04:00
FText UK2Node_FunctionEntry : : GetNodeTitle ( ENodeTitleType : : Type TitleType ) const
2014-03-14 14:13:41 -04:00
{
UEdGraph * Graph = GetGraph ( ) ;
FGraphDisplayInfo DisplayInfo ;
Graph - > GetSchema ( ) - > GetGraphDisplayInformation ( * Graph , DisplayInfo ) ;
2014-04-23 18:30:37 -04:00
return DisplayInfo . DisplayName ;
}
2019-06-18 10:51:55 -04:00
void UK2Node_FunctionEntry : : OnRenameNode ( const FString & NewName )
{
2019-09-26 17:30:21 -04:00
// Note: RenameGraph() will handle the rename operation for this node as well.
2019-06-18 10:51:55 -04:00
FBlueprintEditorUtils : : RenameGraph ( GetGraph ( ) , NewName ) ;
}
TSharedPtr < class INameValidatorInterface > UK2Node_FunctionEntry : : MakeNameValidator ( ) const
{
if ( CustomGeneratedFunctionName . IsNone ( ) )
{
FText TextName = GetNodeTitle ( ENodeTitleType : : Type : : EditableTitle ) ;
return MakeShareable ( new FKismetNameValidator ( GetBlueprint ( ) , * TextName . ToString ( ) ) ) ;
}
else
{
return MakeShareable ( new FKismetNameValidator ( GetBlueprint ( ) , CustomGeneratedFunctionName ) ) ;
}
}
bool UK2Node_FunctionEntry : : GetCanRenameNode ( ) const
{
UEdGraph * const Graph = GetGraph ( ) ;
return ( Graph & & ( Graph - > bAllowDeletion | | Graph - > bAllowRenaming ) & & ( bCanRenameNode | | bIsEditable ) ) ;
}
2014-03-14 14:13:41 -04:00
void UK2Node_FunctionEntry : : AllocateDefaultPins ( )
{
2019-05-20 21:56:22 -04:00
// Update our default values before copying them into pins
UpdateLoadedDefaultValues ( ) ;
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_Output , UEdGraphSchema_K2 : : PC_Exec , UEdGraphSchema_K2 : : PN_Then ) ;
2014-03-14 14:13:41 -04:00
2019-05-20 21:56:22 -04:00
// Find any pins inherited from parent
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if ( UFunction * Function = FunctionReference . ResolveMember < UFunction > ( GetBlueprintClassFromNode ( ) ) )
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{
CreatePinsForFunctionEntryExit ( Function , /*bIsFunctionEntry=*/ true ) ;
}
Super : : AllocateDefaultPins ( ) ;
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if ( FFunctionEntryHelper : : RequireWorldContextParameter ( this )
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& & ensureMsgf ( ! FindPin ( FFunctionEntryHelper : : GetWorldContextPinName ( ) ) ,
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TEXT ( " %s: World context parameter pin already exists on function entry node %s " ) ,
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* GetOutermost ( ) - > GetName ( ) ,
* ( CustomGeneratedFunctionName . IsNone ( ) ? FunctionReference . GetMemberName ( ) : CustomGeneratedFunctionName ) . ToString ( )
) )
2014-04-30 13:08:46 -04:00
{
UEdGraphPin * WorldContextPin = CreatePin (
EGPD_Output ,
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
UEdGraphSchema_K2 : : PC_Object ,
2014-04-30 13:08:46 -04:00
UObject : : StaticClass ( ) ,
FFunctionEntryHelper : : GetWorldContextPinName ( ) ) ;
WorldContextPin - > bHidden = true ;
}
}
2014-04-30 15:54:13 -04:00
UEdGraphPin * UK2Node_FunctionEntry : : GetAutoWorldContextPin ( ) const
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{
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return FindPin ( FFunctionEntryHelper : : GetWorldContextPinName ( ) ) ;
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}
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void UK2Node_FunctionEntry : : RemoveOutputPin ( UEdGraphPin * PinToRemove )
{
UK2Node_FunctionEntry * OwningSeq = Cast < UK2Node_FunctionEntry > ( PinToRemove - > GetOwningNode ( ) ) ;
if ( OwningSeq )
{
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PinToRemove - > MarkAsGarbage ( ) ;
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OwningSeq - > Pins . Remove ( PinToRemove ) ;
}
}
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bool UK2Node_FunctionEntry : : CanCreateUserDefinedPin ( const FEdGraphPinType & InPinType , EEdGraphPinDirection InDesiredDirection , FText & OutErrorMessage )
{
bool bResult = Super : : CanCreateUserDefinedPin ( InPinType , InDesiredDirection , OutErrorMessage ) ;
if ( bResult )
{
if ( InDesiredDirection = = EGPD_Input )
{
OutErrorMessage = LOCTEXT ( " AddInputPinError " , " Cannot add input pins to function entry node! " ) ;
bResult = false ;
}
}
return bResult ;
}
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UEdGraphPin * UK2Node_FunctionEntry : : CreatePinFromUserDefinition ( const TSharedPtr < FUserPinInfo > NewPinInfo )
{
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// Make sure that if this is an exec node we are allowed one.
const UEdGraphSchema_K2 * Schema = GetDefault < UEdGraphSchema_K2 > ( ) ;
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 ( NewPinInfo - > PinType . PinCategory = = UEdGraphSchema_K2 : : PC_Exec & & ! CanModifyExecutionWires ( ) )
2015-03-31 10:32:10 -04:00
{
return nullptr ;
}
2015-05-04 22:49:49 -04:00
UEdGraphPin * NewPin = CreatePin ( EGPD_Output , NewPinInfo - > PinType , NewPinInfo - > PinName ) ;
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
Schema - > SetPinAutogeneratedDefaultValue ( NewPin , NewPinInfo - > PinDefaultValue ) ;
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return NewPin ;
}
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TSharedPtr < FStructOnScope > UK2Node_FunctionEntry : : GetFunctionVariableCache ( bool bForceRefresh )
{
if ( bForceRefresh & & FunctionVariableCache . IsValid ( ) )
{
// On force refresh, delete old one if it exists
FunctionVariableCache . Reset ( ) ;
}
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if ( ! FunctionVariableCache . IsValid ( ) & & HasValidBlueprint ( ) & & LocalVariables . Num ( ) > 0 )
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{
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// Locate the UFunction object in the class hierarchy, starting at the current class. Note that local
// variables are generated as fields (properties) within the function context that contains this node,
// so for parent class/interface function overrides we want to make sure we're looking at the most-
// derived UFunction object. Also note that FunctionFromNode() looks at the skeleton class rather than
// the [authoritative] generated class, since the skeleton class is implicitly recompiled after e.g. adding
// an input/output argument or local variable, whereas the generated class must be explicitly recompiled.
if ( UFunction * const Function = FFunctionFromNodeHelper : : FunctionFromNode ( this ) )
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{
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FunctionVariableCache = MakeShared < FStructOnScope > ( Function ) ;
FunctionVariableCache - > SetPackage ( GetOutermost ( ) ) ;
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RefreshFunctionVariableCache ( ) ;
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}
}
return FunctionVariableCache ;
}
bool UK2Node_FunctionEntry : : RefreshFunctionVariableCache ( )
{
GetFunctionVariableCache ( false ) ;
if ( FunctionVariableCache . IsValid ( ) )
{
// Update the cache if it was created
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return UpdateVariableStructFromDefaults ( FunctionVariableCache - > GetStruct ( ) , FunctionVariableCache - > GetStructMemory ( ) ) ;
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}
return false ;
}
bool UK2Node_FunctionEntry : : UpdateLoadedDefaultValues ( bool bForceRefresh )
{
// If we don't have a cache or it's force refresh, create one
if ( ! bUpdatedDefaultValuesOnLoad | | bForceRefresh )
{
GetFunctionVariableCache ( bForceRefresh ) ;
bUpdatedDefaultValuesOnLoad = true ;
if ( FunctionVariableCache . IsValid ( ) )
{
// Now copy back into the default value strings
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return UpdateDefaultsFromVariableStruct ( FunctionVariableCache - > GetStruct ( ) , FunctionVariableCache - > GetStructMemory ( ) ) ;
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}
else
{
// No variable cache created
return true ;
}
}
return false ;
}
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void UK2Node_FunctionEntry : : ClearCachedBlueprintData ( UBlueprint * Blueprint )
{
FunctionVariableCache . Reset ( ) ;
}
bool UK2Node_FunctionEntry : : UpdateVariableStructFromDefaults ( const UStruct * VariableStruct , uint8 * VariableStructData )
{
const UEdGraphSchema_K2 * K2Schema = GetDefault < UEdGraphSchema_K2 > ( ) ;
if ( ! VariableStruct | | ! VariableStructData )
{
return false ;
}
for ( FBPVariableDescription & LocalVariable : LocalVariables )
{
if ( ! LocalVariable . DefaultValue . IsEmpty ( ) )
{
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FProperty * PinProperty = VariableStruct - > FindPropertyByName ( LocalVariable . VarName ) ;
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if ( PinProperty & & ( ! PinProperty - > HasAnyPropertyFlags ( CPF_OutParm ) | | PinProperty - > HasAnyPropertyFlags ( CPF_ReferenceParm ) ) )
{
FEdGraphPinType PinType ;
K2Schema - > ConvertPropertyToPinType ( PinProperty , /*out*/ PinType ) ;
if ( PinType ! = LocalVariable . VarType )
{
//UE_LOG(LogBlueprint, Log, TEXT("Pin type for local variable %s does not match type on struct %s during UpdateVariableStructFromDefaults, ignoring old default"), *LocalVariable.VarName.ToString(), *VariableStruct->GetName());
}
else
{
FBlueprintEditorUtils : : PropertyValueFromString ( PinProperty , LocalVariable . DefaultValue , VariableStructData , this ) ;
}
}
else
{
//UE_LOG(LogBlueprint, Log, TEXT("Could not find local variable property %s on struct %s during UpdateVariableStructFromDefaults"), *LocalVariable.VarName.ToString(), *VariableStruct->GetName());
}
}
}
return true ;
}
bool UK2Node_FunctionEntry : : UpdateDefaultsFromVariableStruct ( const UStruct * VariableStruct , uint8 * VariableStructData )
{
const UEdGraphSchema_K2 * K2Schema = GetDefault < UEdGraphSchema_K2 > ( ) ;
if ( ! VariableStruct | | ! VariableStructData )
{
return false ;
}
for ( FBPVariableDescription & LocalVariable : LocalVariables )
{
if ( ! LocalVariable . DefaultValue . IsEmpty ( ) )
{
// We don't want to write out fields that were empty before, as they were guaranteed to not have actual real data
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FProperty * PinProperty = VariableStruct - > FindPropertyByName ( LocalVariable . VarName ) ;
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if ( PinProperty & & ( ! PinProperty - > HasAnyPropertyFlags ( CPF_OutParm ) | | PinProperty - > HasAnyPropertyFlags ( CPF_ReferenceParm ) ) )
{
FEdGraphPinType PinType ;
K2Schema - > ConvertPropertyToPinType ( PinProperty , /*out*/ PinType ) ;
if ( PinType ! = LocalVariable . VarType )
{
//UE_LOG(LogBlueprint, Log, TEXT("Pin type for local variable %s does not match type on struct %s during UpdateDefaultsFromVariableStruct, ignoring old default"), *LocalVariable.VarName.ToString(), *VariableStruct->GetName());
}
else
{
FString NewValue ;
FBlueprintEditorUtils : : PropertyValueToString ( PinProperty , VariableStructData , NewValue , this ) ;
if ( NewValue ! = LocalVariable . DefaultValue )
{
LocalVariable . DefaultValue = NewValue ;
}
}
}
else
{
//UE_LOG(LogBlueprint, Log, TEXT("Could not find local variable property %s on struct %s during UpdateDefaultsFromVariableStruct"), *LocalVariable.VarName.ToString(), *VariableStruct->GetName());
}
}
}
return true ;
}
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FNodeHandlingFunctor * UK2Node_FunctionEntry : : CreateNodeHandler ( FKismetCompilerContext & CompilerContext ) const
{
return new FKCHandler_FunctionEntry ( CompilerContext ) ;
}
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void UK2Node_FunctionEntry : : GetRedirectPinNames ( const UEdGraphPin & Pin , TArray < FString > & RedirectPinNames ) const
{
Super : : GetRedirectPinNames ( Pin , RedirectPinNames ) ;
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if ( RedirectPinNames . Num ( ) > 0 )
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
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const FString OldPinName = RedirectPinNames [ 0 ] ;
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// first add functionname.param
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const FName SignatureName = FunctionReference . GetMemberName ( ) ;
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RedirectPinNames . Add ( FString : : Printf ( TEXT ( " %s.%s " ) , * SignatureName . ToString ( ) , * OldPinName ) ) ;
// if there is class, also add an option for class.functionname.param
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if ( UClass const * SignatureClass = FunctionReference . GetMemberParentClass ( ) )
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{
RedirectPinNames . Add ( FString : : Printf ( TEXT ( " %s.%s.%s " ) , * SignatureClass - > GetName ( ) , * SignatureName . ToString ( ) , * OldPinName ) ) ;
}
}
}
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bool UK2Node_FunctionEntry : : HasDeprecatedReference ( ) const
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{
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// We only show deprecated for inherited functions
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if ( UFunction * const Function = FunctionReference . ResolveMember < UFunction > ( GetBlueprintClassFromNode ( ) ) )
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{
return Function - > HasMetaData ( FBlueprintMetadata : : MD_DeprecatedFunction ) ;
}
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else
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{
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return MetaData . bIsDeprecated ;
}
}
FEdGraphNodeDeprecationResponse UK2Node_FunctionEntry : : GetDeprecationResponse ( EEdGraphNodeDeprecationType DeprecationType ) const
{
FEdGraphNodeDeprecationResponse Response = Super : : GetDeprecationResponse ( DeprecationType ) ;
if ( DeprecationType = = EEdGraphNodeDeprecationType : : NodeHasDeprecatedReference )
{
// Only warn on non-editable (i.e. override) usage.
if ( ! IsEditable ( ) )
{
UFunction * const Function = FunctionReference . ResolveMember < UFunction > ( GetBlueprintClassFromNode ( ) ) ;
if ( ensureMsgf ( Function ! = nullptr , TEXT ( " This node should not be able to report having a deprecated reference if the override function cannot be resolved. " ) ) )
{
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// Check the deprecation type to override the severity
FString MessageType = Function - > GetMetaData ( FBlueprintMetadata : : MD_DeprecatedFunction ) ;
Response . MessageType = FBlueprintEditorUtils : : GetDeprecatedMessageType ( MessageType ) ;
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FText FunctionName = FText : : FromName ( FunctionReference . GetMemberName ( ) ) ;
FText DetailedMessage = FText : : FromString ( Function - > GetMetaData ( FBlueprintMetadata : : MD_DeprecationMessage ) ) ;
Response . MessageText = FBlueprintEditorUtils : : GetDeprecatedMemberUsageNodeWarning ( FunctionName , DetailedMessage ) ;
}
}
else
{
// Allow the function to be marked as deprecated in the class that defines it without warning, but use a note to visually indicate that the definition itself has been deprecated.
Response . MessageType = EEdGraphNodeDeprecationMessageType : : Note ;
Response . MessageText = LOCTEXT ( " DeprecatedFunctionMessage " , " @@: This function has been marked as deprecated. It can be safely deleted if all references have been replaced or removed. " ) ;
}
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}
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return Response ;
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}
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FText UK2Node_FunctionEntry : : GetTooltipText ( ) const
{
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if ( UFunction * const Function = FindSignatureFunction ( ) )
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{
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return FText : : FromString ( ObjectTools : : GetDefaultTooltipForFunction ( Function ) ) ;
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}
return Super : : GetTooltipText ( ) ;
}
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void UK2Node_FunctionEntry : : FindDiffs ( UEdGraphNode * OtherNode , struct FDiffResults & Results )
{
Super : : FindDiffs ( OtherNode , Results ) ;
UK2Node_FunctionEntry * OtherFunction = Cast < UK2Node_FunctionEntry > ( OtherNode ) ;
if ( OtherFunction )
{
if ( ExtraFlags ! = OtherFunction - > ExtraFlags )
{
FDiffSingleResult Diff ;
Diff . Diff = EDiffType : : NODE_PROPERTY ;
Diff . Node1 = this ;
Diff . Node2 = OtherNode ;
Diff . DisplayString = LOCTEXT ( " DIF_FunctionFlags " , " Function flags have changed " ) ;
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Diff . Category = EDiffType : : MODIFICATION ;
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Results . Add ( Diff ) ;
}
if ( ! FKismetUserDeclaredFunctionMetadata : : StaticStruct ( ) - > CompareScriptStruct ( & MetaData , & OtherFunction - > MetaData , 0 ) )
{
FDiffSingleResult Diff ;
Diff . Diff = EDiffType : : NODE_PROPERTY ;
Diff . Node1 = this ;
Diff . Node2 = OtherNode ;
Diff . DisplayString = LOCTEXT ( " DIF_FunctionMetadata " , " Function metadata has changed " ) ;
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Diff . Category = EDiffType : : MODIFICATION ;
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Results . Add ( Diff ) ;
}
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// constructs a map from variable guid to index in the provided array
auto MapVarGuidToArrayIndex = [ ] ( const TArray < FBPVariableDescription > & Variables )
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{
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TMap < FGuid , int32 > Map ;
for ( int32 i = 0 ; i < Variables . Num ( ) ; i + + )
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{
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Map . Add ( Variables [ i ] . VarGuid , i ) ;
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}
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return MoveTemp ( Map ) ;
} ;
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auto AddDiff = [ this , OtherNode , & Results ] ( const FText & DisplayString )
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{
FDiffSingleResult Diff ;
Diff . Diff = EDiffType : : NODE_PROPERTY ;
Diff . Node1 = this ;
Diff . Node2 = OtherNode ;
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Diff . DisplayString = DisplayString ;
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Results . Add ( Diff ) ;
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} ;
// using maps so that order doesn't matter and it's easy to diff
const TMap < FGuid , int32 > VarGuidToIndex = MapVarGuidToArrayIndex ( LocalVariables ) ;
const TMap < FGuid , int32 > OtherVarGuidToIndex = MapVarGuidToArrayIndex ( OtherFunction - > LocalVariables ) ;
FDiffSingleResult Diff ;
Diff . Diff = EDiffType : : NODE_PROPERTY ;
Diff . Node1 = this ;
Diff . Node2 = OtherNode ;
const FText NodeName = FText : : FromName ( FunctionReference . GetMemberName ( ) ) ;
for ( const auto & [ VarGuid , Index ] : VarGuidToIndex )
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{
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const FBPVariableDescription & ThisVar = LocalVariables [ Index ] ;
const FText OldVarName = FText : : FromName ( ThisVar . VarName ) ;
if ( const int32 * OtherIndex = OtherVarGuidToIndex . Find ( VarGuid ) )
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{
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Diff . Category = EDiffType : : MODIFICATION ;
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const FBPVariableDescription & OtherVar = OtherFunction - > LocalVariables [ * OtherIndex ] ;
const FText NewVarName = FText : : FromName ( OtherVar . VarName ) ;
if ( ThisVar . VarName ! = OtherVar . VarName )
{
// variable name changed
AddDiff ( FText : : Format (
LOCTEXT ( " DIF_FunctionLocalVariableNameChange " , " Local variable name changed from {0}::{1} to {0}::{2} " ) ,
NodeName ,
OldVarName ,
NewVarName
) ) ;
}
if ( ThisVar . VarType ! = OtherVar . VarType )
{
// type changed
AddDiff ( FText : : Format (
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LOCTEXT ( " DIF_FunctionLocalVariableTypeChange " , " Local variable {0}::{1} was a {2} but is now a {3} " ) ,
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NodeName ,
NewVarName ,
UEdGraphSchema_K2 : : TypeToText ( ThisVar . VarType ) ,
UEdGraphSchema_K2 : : TypeToText ( OtherVar . VarType )
) ) ;
}
if ( ! ThisVar . Category . EqualTo ( OtherVar . Category ) )
{
// category changed
AddDiff ( FText : : Format (
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LOCTEXT ( " DIF_FunctionLocalVariableCategoryChange " , " Local variable {0}::{1} changed category from {2} to {3} " ) ,
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NodeName ,
NewVarName ,
ThisVar . Category ,
OtherVar . Category
) ) ;
}
if ( ThisVar . PropertyFlags ! = OtherVar . PropertyFlags )
{
// property flags changed
AddDiff ( FText : : Format (
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LOCTEXT ( " DIF_FunctionLocalVariableFlagChange " , " Local variable {0}::{1} changed property flags " ) ,
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NodeName ,
NewVarName
) ) ;
}
if ( ThisVar . RepNotifyFunc ! = OtherVar . RepNotifyFunc )
{
// replication notify function changed
AddDiff ( FText : : Format (
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LOCTEXT ( " DIF_FunctionLocalVariableRepNotifyFuncChange " , " Local variable {0}::{1} changed RepNotifyFunc " ) ,
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NodeName ,
NewVarName
) ) ;
}
if ( ThisVar . ReplicationCondition ! = OtherVar . ReplicationCondition )
{
// replication condition changed
AddDiff ( FText : : Format (
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LOCTEXT ( " DIF_FunctionLocalVariableRepConditionChange " , " Local variable {0}::{1} changed ReplicationCondition " ) ,
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NodeName ,
NewVarName
) ) ;
}
if ( ThisVar . DefaultValue ! = OtherVar . DefaultValue )
{
// replication condition changed
AddDiff ( FText : : Format (
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LOCTEXT ( " DIF_FunctionLocalVariableDefaultValueChange " , " Local variable {0}::{1} changed default value from '{2}' to '{3}' " ) ,
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NodeName ,
NewVarName ,
FText : : FromString ( ThisVar . DefaultValue ) ,
FText : : FromString ( OtherVar . DefaultValue )
) ) ;
}
}
else
{
// local variable is in this node but not in other node
Diff . Category = EDiffType : : SUBTRACTION ;
AddDiff ( FText : : Format (
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LOCTEXT ( " DIF_FunctionLocalVariableRemoved " , " Local variable {0}::{1} removed " ) ,
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NodeName ,
OldVarName
) ) ;
}
}
for ( const auto & [ VarGuid , Index ] : OtherVarGuidToIndex )
{
const FBPVariableDescription & OtherVar = OtherFunction - > LocalVariables [ Index ] ;
if ( ! VarGuidToIndex . Contains ( VarGuid ) )
{
const FText NewVarName = FText : : FromName ( OtherVar . VarName ) ;
// local variable is in other node but not in this node
Diff . Category = EDiffType : : ADDITION ;
AddDiff ( FText : : Format (
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LOCTEXT ( " DIF_FunctionLocalVariableAdded " , " Local variable {0}::{1} added " ) ,
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NodeName ,
NewVarName
) ) ;
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}
}
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}
}
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bool UK2Node_FunctionEntry : : IsCompatibleWithGraph ( const UEdGraph * InGraph ) const
{
if ( CanCreateUnderSpecifiedSchema ( InGraph - > GetSchema ( ) ) )
{
if ( InGraph - > GetSchema ( ) - > GetGraphType ( InGraph ) = = GT_Function )
{
TArray < UK2Node_FunctionEntry * > Nodes ;
InGraph - > GetNodesOfClass < UK2Node_FunctionEntry > ( Nodes ) ;
return Nodes . Num ( ) = = 0 ;
}
}
return false ;
}
void UK2Node_FunctionEntry : : PostPasteNode ( )
{
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Super : : PostPasteNode ( ) ;
// If a function entry is being pasted, it should be editable in it's new graph
bIsEditable = true ;
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// ensure there are UserDefinedPins for all pins except the 'then' pin
for ( int32 PinIdx = 1 ; PinIdx < Pins . Num ( ) ; + + PinIdx )
{
UEdGraphPin * Pin = Pins [ PinIdx ] ;
if ( Pin & & ! UserDefinedPinExists ( Pin - > GetFName ( ) ) )
{
UserDefinedPins . Add ( MakeShared < FUserPinInfo > ( * Pin ) ) ;
}
}
ReconstructNode ( ) ;
}
2023-12-14 06:34:39 -05:00
void UK2Node_FunctionEntry : : AddSearchMetaDataInfo ( TArray < FSearchTagDataPair > & OutTaggedMetaData ) const
{
Super : : AddSearchMetaDataInfo ( OutTaggedMetaData ) ;
if ( const UFunction * Function = FFunctionFromNodeHelper : : FunctionFromNode ( this ) )
{
// Index the native name of the function, this will be used in search queries rather than node title
const FString FunctionNativeName = Function - > GetName ( ) ;
OutTaggedMetaData . Add ( FSearchTagDataPair ( FFindInBlueprintSearchTags : : FiB_NativeName , FText : : FromString ( FunctionNativeName ) ) ) ;
// Index the (ancestor) class or interface from which the function originates, can be self
if ( const UClass * FuncOriginClass = FindInBlueprintsHelpers : : GetFunctionOriginClass ( Function ) )
{
const FString FuncOriginClassName = FuncOriginClass - > GetPathName ( ) ;
OutTaggedMetaData . Add ( FSearchTagDataPair ( FFindInBlueprintSearchTags : : FiB_FuncOriginClass , FText : : FromString ( FuncOriginClassName ) ) ) ;
}
}
}
2015-07-28 16:17:47 -04:00
int32 UK2Node_FunctionEntry : : GetFunctionFlags ( ) const
{
int32 ReturnFlags = 0 ;
2018-01-11 16:07:16 -05:00
if ( UFunction * const Function = FunctionReference . ResolveMember < UFunction > ( GetBlueprintClassFromNode ( ) ) )
2015-07-28 16:17:47 -04:00
{
ReturnFlags = Function - > FunctionFlags ;
}
return ReturnFlags | ExtraFlags ;
}
2023-04-13 11:55:18 -04:00
namespace UE : : BlueprintGraph : : Private
{
bool GGenerateFieldNotifyBroadcastForOnRepFunction = true ;
static FAutoConsoleVariableRef CVarGenerateFieldNotifyBroadcastForOnRepFunction (
TEXT ( " bp.GenerateFieldNotifyBroadcastForOnRepFunction " ) ,
GGenerateFieldNotifyBroadcastForOnRepFunction ,
TEXT ( " When needed, generate a Broadcast FieldNotification node when the OnRep function is called. " ) ,
ECVF_Default
) ;
}
2014-12-10 10:57:36 -05:00
void UK2Node_FunctionEntry : : ExpandNode ( class FKismetCompilerContext & CompilerContext , UEdGraph * SourceGraph )
{
Super : : ExpandNode ( CompilerContext , SourceGraph ) ;
const UEdGraphSchema_K2 * Schema = CompilerContext . GetSchema ( ) ;
UEdGraphPin * OldStartExecPin = nullptr ;
if ( Pins [ 0 ] - > LinkedTo . Num ( ) )
{
OldStartExecPin = Pins [ 0 ] - > LinkedTo [ 0 ] ;
}
UEdGraphPin * LastActiveOutputPin = Pins [ 0 ] ;
2023-04-13 11:55:18 -04:00
bool bLinkLastPin = false ;
2014-12-10 10:57:36 -05:00
// Only look for FunctionEntry nodes who were duplicated and have a source object
if ( UK2Node_FunctionEntry * OriginalNode = Cast < UK2Node_FunctionEntry > ( CompilerContext . MessageLog . FindSourceObject ( this ) ) )
{
check ( OriginalNode - > GetOuter ( ) ) ;
// Find the associated UFunction
2020-03-15 10:33:45 -04:00
UFunction * Function = FindUField < UFunction > ( CompilerContext . Blueprint - > SkeletonGeneratedClass , * OriginalNode - > GetOuter ( ) - > GetName ( ) ) ;
2016-04-07 21:18:08 -04:00
2019-12-13 11:07:03 -05:00
for ( TFieldIterator < FProperty > It ( Function ) ; It ; + + It )
2014-12-10 10:57:36 -05:00
{
2019-12-13 11:07:03 -05:00
if ( const FProperty * Property = * It )
2014-12-10 10:57:36 -05:00
{
2019-12-13 11:07:03 -05:00
const FStructProperty * PotentialUDSProperty = CastField < const FStructProperty > ( Property ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3099612)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3061854 on 2016/07/22 by Bob.Tellez
Duplicate CL#3058653 //Fortnite/Main
#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.
Change 3068095 on 2016/07/28 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty.
-It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller.
-It reduces the number of FindField function calls and stativ variables in the nativized code.
List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled).
Change 3070569 on 2016/07/29 by Bob.Tellez
Duplicating CL#3070518 from //Fortnite/Main
#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.
Change 3081792 on 2016/08/08 by Dan.Oconnor
Widget and Animation blueprint diffing is no longer experimental, added warning explaining shortcomings. This is preferrable because the text diff is basically useless
#jira UE-1234
Change 3081865 on 2016/08/09 by Dan.Oconnor
build fix
#jria UE-1234
Change 3082839 on 2016/08/09 by Bob.Tellez
Duplicating CL#3082835 from //Fortnite/Main
#UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances.
Change 3083367 on 2016/08/09 by Dan.Oconnor
Fix for actors detaching when compiling a blueprint, needed to read attachment data before actors are destroyed, in case we're attached to another instance of the same type. Deemed too risky for 4.13.
#jira UE-33278
Change 3083825 on 2016/08/10 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
VariableNames are validated at the begining of FKismetCompilerContext::Compile, because the validation requires CDO.
Removed legacy code from FBlueprintEditorUtils::RenameMemberVariable.
Change 3084313 on 2016/08/10 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Change 3085572 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
Redone cl#3085568 from 4.13 branch
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3087171 on 2016/08/12 by Maciej.Mroz
BP Nativization:
- FCustomThunkTemplates functions have the same declarations as original functions in Kismet Array Library
- Properly declared scope of final functions
- "AdditionalPublicDependencyModuleNames" option in "BlueprintNativizationSettings" (applied in Orion)
Change 3088713 on 2016/08/15 by Ben.Cosh
This updates the tunnel boundary compile time code to catch end of thread execution inside tunnels and provide instrumentation for it.
#Jira UE-33563 - Macros without any outputs do not have their stats listed when called from a Keypress Event when profiling.
#Proj BlueprintGraph, BlueprintProfiler, Kismet, KismetCompiler, UnrealEd
Change 3088734 on 2016/08/15 by Ben.Cosh
Minor change to the changes submitted in CL 3088713 after finding an issue during use.
#Jira UE-33563 - Macros without any outputs do not have their stats listed when called from a Keypress Event when profiling.
#Proj BlueprintGraph, BlueprintProfiler, Kismet, KismetCompiler, UnrealEd
Change 3091248 on 2016/08/16 by Dan.Oconnor
Removing unused function
Change 3091555 on 2016/08/17 by Maciej.Mroz
#jira UE-34745 [CrashReport] UE4Editor_BlueprintGraph!UEdGraphSchema_K2::CreateSubstituteNode() [edgraphschema_k2.cpp:5601]
Fixed unsafe code.
Change 3091767 on 2016/08/17 by Ben.Cosh
Minor refresh on the threshold settings interface to allow more immediate visualisation of thresholds.
#Jira UE-33572 - BP Profiler - Refresh heatmap coloring when thresholds changed.
#Jira UE-33702 - BP Profiler - Custom heatmap thresholds appear to be broken
#Jira UE-33698 - BP Profiler: Default heatmaps to on
#Proj Kismet, BlueprintProfiler
Reviewer notes:
- Added an interfacel to indicate if performance thresholds have changed in BlueprintProfilerSettings so we can action changes
- Added code to force update heat interfaces in the blueprintprofiler if thresholds are dirty.
- Modified the BlueprintProfilerToolbar to reflect the above changes and only save settings when the combo dialog is closed ( saving on change makes the sliders unusable )
- Fixed the custom thresholds ( made them reciprical ) for testing.
- Node heatmaps default to average
- Heatmap display modes now get saved to the config
Change 3091770 on 2016/08/17 by Ben.Cosh
Refresh on the blueprint profiler node heatmaps
#Jira UE-34802 - Fix the blueprint profiler node heatmaps, the current visualisation is first pass prototype.
#Proj GraphEditor, EditorStyle
Reviewer notes:
- Quick update on the node heatmaps moving to a more graph editor sympathetic approach in code
- Removed the old interfaces and added a new overlay pass in the grapheditor processed before the node shadow brushes.
- Now the nodes have an outline/glow heatmap that doesn't color the node body ( I have an alternate set of images that also color the body if we decide on we still want that )
Change 3091972 on 2016/08/17 by Ben.Cosh
Changing the blueprint profiler heatmap displays to be full node colorisation.
#Jira none
Change 3092515 on 2016/08/17 by Ryan.Rauschkolb
Fixed Struct Ref pin in UK2Node_SetFieldsInStruct can be split when optional pins are visible
#UE-34060
Change 3093644 on 2016/08/18 by Maciej.Mroz
#jira UE-31754 BP interface signature change doesn't update child Blueprint
- Introduced FCustomCompilationSettingsMap. FKismetEditorUtilities::CompileBlueprint can compile many blueprints (due to reinstaning), now we can specify separate compilation settings for each BP.
- Simplified FKismetEditorUtilities::CompileBlueprint parameters list
- FunctionEntry and FunctionResult nodes depends on Interface (if they implement a function , that was declared in the interface).
- Interface is primary source of function signature (previously it was parent class)
- When an Interface is compiled all BPs, that implement it, have refreshed nodes in proper order.
- FBlueprintEditor::Compile ensures, that all parent classes of current BP are up-to-date
Change 3093694 on 2016/08/18 by samuel.proctor
Adding members to QA Test UDS
Change 3096778 on 2016/08/22 by Mike.Beach
Fixing Dev-BP CIS - closing bracket was mistakenly removed (thanks auto-merge).
Change 3097150 on 2016/08/22 by Mike.Beach
When converting function entry/exit nodes from an interface, set the replacement user-defined pins "DesiredDirection" properly (we now reject pins that don't match the expected direction, and user-defined pins created this way were setup wrong).
#jira UE-34985
Change 3097878 on 2016/08/23 by Ryan.Rauschkolb
BP Profiler: Fixed stack overflow when compiling tunnels that contain loops
#jira UE-34767
Change 3098294 on 2016/08/23 by Maciej.Mroz
#jira UE-30031, UE-34760, UE-34761
- Use Delta Serialization when exporting UDS value as text
- Default Values of Local Variables (of UDS type) are refreshed while BP regeneration
- Importing struct from text uses property guid (see CustomFindProperty)
Change 3098599 on 2016/08/23 by Ryan.Rauschkolb
Fixed option for split struct pin not appearing in context menu
#jira UE-35108
[CL 3100065 by Mike Beach in Main branch]
2016-08-24 16:19:07 -04:00
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
for ( const FBPVariableDescription & LocalVar : LocalVariables )
2014-12-10 10:57:36 -05:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3803685)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3794434 by Marc.Audy
Correctly call PostPlacedNewNode before AllocateDefaultPins in 2 places that had the order wrong
Change 3796912 by Fred.Kimberley
Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there.
#jira UE-52837
Change 3781456 by Dan.Oconnor
Disable net flags related assert when linking reflection data that is being loaded
#jira UE-52852
Change 3781725 by mason.seay
Moved test blueprints to subfolder
Change 3781828 by mason.seay
Removed some unnecessary blueprint logic
Change 3783304 by Phillip.Kavan
More descriptive log output after an attempt to break execution on a missing function/interface.
#4238
#jira UE-52549
Change 3783678 by Phillip.Kavan
Fix for a serialization oversight in UEdGraphPin that could lead to a compile error during Blueprint nativization.
#jira UE-52528
Change 3783708 by Ben.Zeigler
#jira UE-52487 Better fix for calling OnAssetLoaded on async loaded assets in the editor. The previous fix only worked for specifically loaded packages, this one works for those plus dependencies
Change 3783922 by Ben.Zeigler
#jira UE-51408 Fix it so objects returned by CreateWidget and CreateDragDropOperation are not marked as always hard referenced by the blueprint event graph. This would cause those objects to get leaked and was redundant because these objects already handle their own life cycle
If a game was depending on this functionality to keep things loaded, change your blueprint to set the return value into a variable, that will keep it hard referenced normally
Change 3784604 by Ben.Zeigler
#jira UE-40033 Fix issue where changing the default value of a nested user struct would break all outer structs in an unrecoverable way. We do not want to do the first half of reinstancing if we're going to skip the second half
Change 3785039 by Ben.Zeigler
Fix it so empty pins do not display "None" as their label
Change 3785794 by Phillip.Kavan
Guard against a reported crash when setting bIsEditorOnly flag on attached scene components.
Change summary:
- Modified SetDescendantIsEditorOnly() to add a NULL check around an iteration (consistent with other places that iterate the attachment list).
#jira UE-52923
Change 3785842 by Phillip.Kavan
Guard against a reported crash when deleting one or more Actor components.
Change summary:
- Modified FComponentEditorUtils::DeleteComponents() to add a NULL check when iterating through child attachments.
#jira UE-52916
Change 3785851 by Phillip.Kavan
Guard against a reported crash when deleting a non-root scene component with no parent attachment.
Change summary:
- Modified USceneComponent::DestroyComponent() to use an ensure() instead of a check() to allow the deletion to proceed but still provide a warning to potentially help catch this later.
#jira UE-52921
Change 3785852 by Phillip.Kavan
CIS fix.
Change 3786141 by Phillip.Kavan
Removed an invalid comment emitted to codegen during nativization of a BlueprintNativeEvent override signature.
Was intended to be submitted along with CL# 3783678.
Change 3788496 by Ben.Zeigler
#jira UE-32061 Large change to UserDefinedStructs where the default struct instance is now stored on the struct itself and accessible at runtime
User structs now work identically to native structs when it comes to default values, it is set at struct initialization time instead of at tagged property serialization time
Remove many editor-time UDS hacks now that they work like native. The only special code left is that it forces delta serialization on in the editor, to deal with the defaults changing
Change 3789308 by Marc.Audy
Don't unregister/register components and ticks for an Actor just testing a rename
Change 3789644 by Ben.Zeigler
Static analysis fix
Change 3789777 by Ben.Zeigler
#jira UE-42586 Fix it so using ImportText on user structs will look for fields using the human readable display name if not found using GUID lookup. This makes it so you can use the format displayed in the data table editor
Change 3789908 by mason.seay
Test struct using containers
Change 3790475 by Ben.Zeigler
Fix user structs to work properly with circular reference checking. When we copy the values out of the default we may need to register the newly created structs with the circular reference system.
I'm using raw pointers here as after investigation the fixup happens before any relevant freeing could occur
Change 3790777 by Ben.Zeigler
#jira UE-53081 Fix map/set properties inside user structs by having them pass the defaults for both load and save, as maps expect both sides have defaults set
Partially address UE-53086, it now correctly updates map properties when they are removed, but readding them can add extra entries in some case because it loses the "deleted" information
Change 3790919 by Ben.Zeigler
Add start of User Structs functional test
Change 3792050 by Fred.Kimberley
Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there.
#jira UE-52837
Change 3793542 by Michael.Noland
Back out changelist 3792050
Change 3794193 by Marc.Audy
Never reset loaders when renaming the child actor to avoid cases where IsLoading returns false but flushing loading will still cause issues due to async loading
#jira UE-52950
Change 3794211 by Marc.Audy
Don't include redirectors or otherwise invalid .umap files as sub levels for world composition
#jira UE-52925
Change 3794564 by Marc.Audy
Make it safe to call RecombinePin on the top level split pin
Change 3794851 by Marc.Audy
Fix split pins on macro instances for resolved wildcard pins not resetting when disconnected
#jira UE-44922
Change 3795017 by Marc.Audy
Properly enforce all actor subclasses not ticking when tick type is viewports only unless ShouldTickIfViewportsOnly returns true
#jira UE-36929
Change 3795143 by Marc.Audy
After copying properties clear the actor label so that the child actor template's display name is not misleading
#jira UE-50472
Change 3795241 by Dan.Oconnor
Fix subsequent navigation operations after navigating to a window that is already open
#jira UE-53203
Change 3795255 by Dan.Oconnor
Harden pin serialization logic, specifically to prevent crash due to bad 'conform' routines when renaming functions
#jira UE-52847
Change 3795660 by Dan.Oconnor
Blueprints that have no parent class can now be reparented when using the compilation manager
#jira UE-53218
Change 3796496 by Marc.Audy
Fix without editor compile errors
Change 3797316 by Dan.Oconnor
Downgrade ensure to warning as we have known ways of triggering
#jira UE-53237
Change 3797619 by Phillip.Kavan
Reinstate a faster lookup mechanism for tunnel instance source nodes during marching ants draw calls when stopped at a breakpoint, and fix issues with missing marching ants when stopped at a breakpoint in a tunnel instance graph.
Change summary:
- Removed FindMatchingTunnelInstanceNode() utility method in BlueprintConnectionDrawingPolicy.cpp (no longer needed).
- Restored/renamed FDebuggingInfoForSingleFunction::LineNumberToTunnellInstanceSourceNodeMap.
- Modified FBlueprintDebugData::RegisterNodeToCodeAssociation() to restore the parameter for the tunnel instance node chain and map it to the current code offset if not empty.
- Modified FScriptBytecodeWriter::EmitInstrumentation() to construct the tunnel instance node chain that will be mapped to the current code offset if not empty.
- Modified FKismetConnectionDrawingPolicy::BuildExecutionRoadmap() to more efficiently find tunnel instance nodes through the table that now maps tunnel instance node chains to the current script code offset.
- Modified the tunnel node case in FKismetCompilerContext::ExpandTunnelsAndMacros() to better handle nested tunnel instance expansions (which may expand to include internal tunnel nodes in different orders).
- Modified FKismetCompilerContext::MapExpansionPathToTunnelInstance() to avoid incorrectly remapping nested composite tunnel expansions to the outermost intermediate tunnel instance node.
- Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to map intermediate tunnel boundary nodes back to the outer intermediate tunnel instance node from which they were expanded.
- Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to better position the boundary nodes in the intermediate graph.
- Added a few verbose comment blocks in order to hopefully help visualize how tunnel expansion debugging is currently implemented and also to remind myself later.
#jira UE-52747
Change 3801237 by Ben.Zeigler
#jira UE-53305 Fix it so split struct pins respect AllowedClasses metadata, which fixes crash with passing invalid objects into things like set font info
Change 3801768 by Ben.Zeigler
Add more tests to UserStructs functional test
Change 3801794 by Dan.Oconnor
Mirror 3794923/3794318, make sure replication data is initialized correctly across editor/EDL/compilation manager/no compilation manager load flows
#jira UE-53112
Change 3803091 by Ben.Zeigler
Fix issue where nativized user structs had the wrong defaults, by correctly diffing the struct defaults and placing them in the constructor instead of a static GetDefaultValue function
I had to override struct constructors to not call LoadObject for object properties, FindObject works because the dependencies have already been queued for loading by the referencing blueprint in EDL
Change 3803659 by Marc.Audy
Fix static analysis warning
#jira UE-53337
Change 3803685 by Marc.Audy
Fix extra )
[CL 3804136 by Marc Audy in Main branch]
2017-12-12 12:16:37 -05:00
if ( LocalVar . VarName = = Property - > GetFName ( ) & & ! LocalVar . DefaultValue . IsEmpty ( ) )
2014-12-10 10:57:36 -05:00
{
// Add a variable set node for the local variable and hook it up immediately following the entry node or the last added local variable
UK2Node_VariableSet * VariableSetNode = CompilerContext . SpawnIntermediateNode < UK2Node_VariableSet > ( this , SourceGraph ) ;
2019-10-31 17:59:47 -04:00
VariableSetNode - > SetFromProperty ( Property , false , Property - > GetOwnerClass ( ) ) ;
2014-12-10 10:57:36 -05:00
Schema - > ConfigureVarNode ( VariableSetNode , LocalVar . VarName , Function , CompilerContext . Blueprint ) ;
VariableSetNode - > 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
if ( UEdGraphPin * SetPin = VariableSetNode - > FindPin ( Property - > GetFName ( ) ) )
2014-12-10 10:57:36 -05:00
{
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
if ( LocalVar . VarType . IsArray ( ) )
2014-12-10 10:57:36 -05:00
{
TSharedPtr < FStructOnScope > StructData = MakeShareable ( new FStructOnScope ( Function ) ) ;
FBlueprintEditorUtils : : PropertyValueFromString ( Property , LocalVar . DefaultValue , StructData - > GetStructMemory ( ) ) ;
// Create a Make Array node to setup the array's defaults
UK2Node_MakeArray * MakeArray = CompilerContext . SpawnIntermediateNode < UK2Node_MakeArray > ( this , SourceGraph ) ;
MakeArray - > AllocateDefaultPins ( ) ;
MakeArray - > GetOutputPin ( ) - > MakeLinkTo ( SetPin ) ;
MakeArray - > PostReconstructNode ( ) ;
2019-12-13 11:07:03 -05:00
const FArrayProperty * ArrayProperty = CastField < FArrayProperty > ( Property ) ;
2014-12-10 10:57:36 -05:00
check ( ArrayProperty ) ;
2015-06-08 11:32:20 -04:00
FScriptArrayHelper_InContainer ArrayHelper ( ArrayProperty , StructData - > GetStructMemory ( ) ) ;
FScriptArrayHelper_InContainer DefaultArrayHelper ( ArrayProperty , StructData - > GetStructMemory ( ) ) ;
2014-12-10 10:57:36 -05:00
// Go through each element in the array to set the default value
for ( int32 ArrayIndex = 0 ; ArrayIndex < ArrayHelper . Num ( ) ; ArrayIndex + + )
{
uint8 * PropData = ArrayHelper . GetRawPtr ( ArrayIndex ) ;
// Retrieve the element's default value
FString DefaultValue ;
2014-12-10 12:38:55 -05:00
FBlueprintEditorUtils : : PropertyValueToString ( ArrayProperty - > Inner , PropData , DefaultValue ) ;
2014-12-10 10:57:36 -05:00
if ( ArrayIndex > 0 )
{
MakeArray - > AddInputPin ( ) ;
}
// Add one to the index for the pin to set the default on to skip the output pin
Schema - > TrySetDefaultValue ( * MakeArray - > Pins [ ArrayIndex + 1 ] , DefaultValue ) ;
}
}
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
else if ( LocalVar . VarType . IsSet ( ) | | LocalVar . VarType . IsMap ( ) )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
UK2Node_MakeVariable * MakeVariableNode = CompilerContext . SpawnIntermediateNode < UK2Node_MakeVariable > ( this , SourceGraph ) ;
MakeVariableNode - > SetupVariable ( LocalVar , SetPin , CompilerContext , Function , Property ) ;
}
2014-12-10 10:57:36 -05:00
else
{
// Set the default value
Schema - > TrySetDefaultValue ( * SetPin , LocalVar . DefaultValue ) ;
}
}
LastActiveOutputPin - > BreakAllPinLinks ( ) ;
LastActiveOutputPin - > MakeLinkTo ( VariableSetNode - > Pins [ 0 ] ) ;
LastActiveOutputPin = VariableSetNode - > Pins [ 1 ] ;
}
}
}
}
2023-04-13 11:55:18 -04:00
bLinkLastPin = true ;
}
if ( UE : : BlueprintGraph : : Private : : GGenerateFieldNotifyBroadcastForOnRepFunction )
{
if ( FProperty * * RepNotifyProperty = CompilerContext . RepNotifyFunctionMap . Find ( FunctionReference . GetMemberName ( ) ) )
2014-12-10 10:57:36 -05:00
{
2023-04-13 11:55:18 -04:00
if ( ( * RepNotifyProperty ) - > HasMetaData ( FBlueprintMetadata : : MD_FieldNotify ) )
{
// Generate node to broadcast when the value is changed from the network
TTuple < UEdGraphPin * , UEdGraphPin * > ExecThenPins = FKismetCompilerUtilities : : GenerateBroadcastFieldNotificationNode ( CompilerContext , SourceGraph , this , * RepNotifyProperty ) ;
LastActiveOutputPin - > BreakAllPinLinks ( ) ;
LastActiveOutputPin - > MakeLinkTo ( ExecThenPins . Get < 0 > ( ) ) ;
LastActiveOutputPin = ExecThenPins . Get < 1 > ( ) ;
bLinkLastPin = true ;
}
2014-12-10 10:57:36 -05:00
}
}
2023-04-13 11:55:18 -04:00
// Finally, hook up the last node to the old node the function entry node was connected to
if ( bLinkLastPin & & OldStartExecPin )
{
LastActiveOutputPin - > MakeLinkTo ( OldStartExecPin ) ;
}
2014-12-10 10:57:36 -05:00
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3099612)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3061854 on 2016/07/22 by Bob.Tellez
Duplicate CL#3058653 //Fortnite/Main
#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.
Change 3068095 on 2016/07/28 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty.
-It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller.
-It reduces the number of FindField function calls and stativ variables in the nativized code.
List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled).
Change 3070569 on 2016/07/29 by Bob.Tellez
Duplicating CL#3070518 from //Fortnite/Main
#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.
Change 3081792 on 2016/08/08 by Dan.Oconnor
Widget and Animation blueprint diffing is no longer experimental, added warning explaining shortcomings. This is preferrable because the text diff is basically useless
#jira UE-1234
Change 3081865 on 2016/08/09 by Dan.Oconnor
build fix
#jria UE-1234
Change 3082839 on 2016/08/09 by Bob.Tellez
Duplicating CL#3082835 from //Fortnite/Main
#UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances.
Change 3083367 on 2016/08/09 by Dan.Oconnor
Fix for actors detaching when compiling a blueprint, needed to read attachment data before actors are destroyed, in case we're attached to another instance of the same type. Deemed too risky for 4.13.
#jira UE-33278
Change 3083825 on 2016/08/10 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
VariableNames are validated at the begining of FKismetCompilerContext::Compile, because the validation requires CDO.
Removed legacy code from FBlueprintEditorUtils::RenameMemberVariable.
Change 3084313 on 2016/08/10 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Change 3085572 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
Redone cl#3085568 from 4.13 branch
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3087171 on 2016/08/12 by Maciej.Mroz
BP Nativization:
- FCustomThunkTemplates functions have the same declarations as original functions in Kismet Array Library
- Properly declared scope of final functions
- "AdditionalPublicDependencyModuleNames" option in "BlueprintNativizationSettings" (applied in Orion)
Change 3088713 on 2016/08/15 by Ben.Cosh
This updates the tunnel boundary compile time code to catch end of thread execution inside tunnels and provide instrumentation for it.
#Jira UE-33563 - Macros without any outputs do not have their stats listed when called from a Keypress Event when profiling.
#Proj BlueprintGraph, BlueprintProfiler, Kismet, KismetCompiler, UnrealEd
Change 3088734 on 2016/08/15 by Ben.Cosh
Minor change to the changes submitted in CL 3088713 after finding an issue during use.
#Jira UE-33563 - Macros without any outputs do not have their stats listed when called from a Keypress Event when profiling.
#Proj BlueprintGraph, BlueprintProfiler, Kismet, KismetCompiler, UnrealEd
Change 3091248 on 2016/08/16 by Dan.Oconnor
Removing unused function
Change 3091555 on 2016/08/17 by Maciej.Mroz
#jira UE-34745 [CrashReport] UE4Editor_BlueprintGraph!UEdGraphSchema_K2::CreateSubstituteNode() [edgraphschema_k2.cpp:5601]
Fixed unsafe code.
Change 3091767 on 2016/08/17 by Ben.Cosh
Minor refresh on the threshold settings interface to allow more immediate visualisation of thresholds.
#Jira UE-33572 - BP Profiler - Refresh heatmap coloring when thresholds changed.
#Jira UE-33702 - BP Profiler - Custom heatmap thresholds appear to be broken
#Jira UE-33698 - BP Profiler: Default heatmaps to on
#Proj Kismet, BlueprintProfiler
Reviewer notes:
- Added an interfacel to indicate if performance thresholds have changed in BlueprintProfilerSettings so we can action changes
- Added code to force update heat interfaces in the blueprintprofiler if thresholds are dirty.
- Modified the BlueprintProfilerToolbar to reflect the above changes and only save settings when the combo dialog is closed ( saving on change makes the sliders unusable )
- Fixed the custom thresholds ( made them reciprical ) for testing.
- Node heatmaps default to average
- Heatmap display modes now get saved to the config
Change 3091770 on 2016/08/17 by Ben.Cosh
Refresh on the blueprint profiler node heatmaps
#Jira UE-34802 - Fix the blueprint profiler node heatmaps, the current visualisation is first pass prototype.
#Proj GraphEditor, EditorStyle
Reviewer notes:
- Quick update on the node heatmaps moving to a more graph editor sympathetic approach in code
- Removed the old interfaces and added a new overlay pass in the grapheditor processed before the node shadow brushes.
- Now the nodes have an outline/glow heatmap that doesn't color the node body ( I have an alternate set of images that also color the body if we decide on we still want that )
Change 3091972 on 2016/08/17 by Ben.Cosh
Changing the blueprint profiler heatmap displays to be full node colorisation.
#Jira none
Change 3092515 on 2016/08/17 by Ryan.Rauschkolb
Fixed Struct Ref pin in UK2Node_SetFieldsInStruct can be split when optional pins are visible
#UE-34060
Change 3093644 on 2016/08/18 by Maciej.Mroz
#jira UE-31754 BP interface signature change doesn't update child Blueprint
- Introduced FCustomCompilationSettingsMap. FKismetEditorUtilities::CompileBlueprint can compile many blueprints (due to reinstaning), now we can specify separate compilation settings for each BP.
- Simplified FKismetEditorUtilities::CompileBlueprint parameters list
- FunctionEntry and FunctionResult nodes depends on Interface (if they implement a function , that was declared in the interface).
- Interface is primary source of function signature (previously it was parent class)
- When an Interface is compiled all BPs, that implement it, have refreshed nodes in proper order.
- FBlueprintEditor::Compile ensures, that all parent classes of current BP are up-to-date
Change 3093694 on 2016/08/18 by samuel.proctor
Adding members to QA Test UDS
Change 3096778 on 2016/08/22 by Mike.Beach
Fixing Dev-BP CIS - closing bracket was mistakenly removed (thanks auto-merge).
Change 3097150 on 2016/08/22 by Mike.Beach
When converting function entry/exit nodes from an interface, set the replacement user-defined pins "DesiredDirection" properly (we now reject pins that don't match the expected direction, and user-defined pins created this way were setup wrong).
#jira UE-34985
Change 3097878 on 2016/08/23 by Ryan.Rauschkolb
BP Profiler: Fixed stack overflow when compiling tunnels that contain loops
#jira UE-34767
Change 3098294 on 2016/08/23 by Maciej.Mroz
#jira UE-30031, UE-34760, UE-34761
- Use Delta Serialization when exporting UDS value as text
- Default Values of Local Variables (of UDS type) are refreshed while BP regeneration
- Importing struct from text uses property guid (see CustomFindProperty)
Change 3098599 on 2016/08/23 by Ryan.Rauschkolb
Fixed option for split struct pin not appearing in context menu
#jira UE-35108
[CL 3100065 by Mike Beach in Main branch]
2016-08-24 16:19:07 -04:00
void UK2Node_FunctionEntry : : PostReconstructNode ( )
{
Super : : PostReconstructNode ( ) ;
}
2020-04-02 18:28:21 -04:00
void UK2Node_FunctionEntry : : FixupPinStringDataReferences ( FArchive * SavingArchive )
2019-05-20 21:56:22 -04:00
{
2020-04-02 18:28:21 -04:00
Super : : FixupPinStringDataReferences ( SavingArchive ) ;
if ( SavingArchive )
2019-05-20 21:56:22 -04:00
{
2020-03-05 15:29:56 -05:00
UpdateUserDefinedPinDefaultValues ( ) ;
2019-05-20 21:56:22 -04:00
}
}
2024-08-09 12:30:24 -04:00
ERenamePinResult UK2Node_FunctionEntry : : RenameUserDefinedPinImpl ( FName OldName , FName NewName , bool bTest )
{
ERenamePinResult Result = Super : : RenameUserDefinedPinImpl ( OldName , NewName , bTest ) ;
// We don't actually rename our local variables via this method,
// but we do need to verify that no name collisions will occur when testing a pin rename.
const bool bCheckLocalVariablesNameCollision =
( Result = = ERenamePinResult : : ERenamePinResult_Success ) & &
bTest
;
if ( bCheckLocalVariablesNameCollision )
{
for ( const FBPVariableDescription & Entry : LocalVariables )
{
if ( NewName = = Entry . VarName )
{
Result = ERenamePinResult_NameCollision ;
break ;
}
}
}
return Result ;
}
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
bool UK2Node_FunctionEntry : : ModifyUserDefinedPinDefaultValue ( TSharedPtr < FUserPinInfo > PinInfo , const FString & NewDefaultValue )
{
if ( Super : : ModifyUserDefinedPinDefaultValue ( PinInfo , NewDefaultValue ) )
{
const UEdGraphSchema_K2 * K2Schema = GetDefault < UEdGraphSchema_K2 > ( ) ;
K2Schema - > HandleParameterDefaultValueChanged ( this ) ;
2019-05-20 21:56:22 -04:00
RefreshFunctionVariableCache ( ) ;
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
return true ;
}
return false ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden
#rb
============================
MAJOR FEATURES & CHANGES
============================
Change 4007876 by Ben.Zeigler
Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller
The player starts with 0 souls, but I hooked up the + on the souls display to grant 50
Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup
Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design
Change 4008251 by Mieszko.Zielinski
PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist)
Also addresses #jira UE-57869
Change 4008530 by Ben.Zeigler
Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue
Change 4008694 by Ben.Zeigler
Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie
This option is disabled by default because game-specific tick functions may be doing unsafe slate operations
Change 4008698 by Ben.Zeigler
Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that
This depends on engine tick working from the loading movie, a feature I just added
Change 4008699 by Ben.Zeigler
Add SaveGame flag to gameplay tags so they can be used for native save systems
Change 4008941 by Ben.Zeigler
Hook up Fireball using new functions that allow applying an effect container spec from a projectile
Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next
Rename some ability functions to make them shorter
Change 4008943 by Dan.Oconnor
Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text
#jira UE-56478
Change 4010465 by Marc.Audy
Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels.
Change 4010508 by Marc.Audy
PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist)
#jira UE-57775
Change 4010845 by Dan.Oconnor
Avoid crashing trying to serialize a subobject that was create outside of a transaction
#jira UE-57419
Change 4012148 by Phillip.Kavan
PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel.
#jira UE-55988
Change 4012393 by mason.seay
Test BP with 512 components
Change 4015966 by mason.seay
Updated BP to add split pin debugging
Change 4016110 by Marc.Audy
(4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que)
#jira UE-58009
Change 4016447 by Phillip.Kavan
Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class.
#jira UE-52372
Change 4016463 by Phillip.Kavan
CIS fix - back out changelist 4016447 (temp)
Change 4017382 by Dan.Oconnor
Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker
Change 4020602 by paulo.souza
Lighting improvements and optmizations
Change 4020638 by paulo.souza
Icons and launch screens on mobile (Android and iOS)
Change 4021340 by Ben.Zeigler
Fix Map/Set add comments to be accurate, the return value was removed
Change 4021392 by Ben.Zeigler
#jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup
Change 4021480 by mason.seay
Reorganized comments and nodes
Change 4025794 by mason.seay
Cleared all watches
Change 4026141 by Mieszko.Zielinski
Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4
In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user:
https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html
#jira none
Change 4027427 by Dan.Oconnor
Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector
#jira UE-58115
Change 4027434 by Ben.Zeigler
Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them
Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO
Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended
Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games
Change 4028656 by Ben.Zeigler
Added comments and cleaned up ActionRPG code, done with primary features
Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this
Add inventory interface that is used instead of having character explicitly cast to player controller
Change 4029079 by paulo.souza
Fixes to camera rotation when using the AutoMode + UI changes
Change 4030066 by Phillip.Kavan
Message (interface) call nodes no longer display the skeleton class name in the node subtitle.
Change summary:
- Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries.
#jira nojira
Change 4031843 by Jim.Brown
Action RPG Game full UI overhaul.
Goals:
- new layout and art
- consolidate view to center of screen
- make buttons appear more like interactible objects
- update button placement for reach and usability
- art pass for consistency of visual language (color, iconography, style)
Still to do:
- polish on some of the icons (temp art in several places)
- audio pass
- environment pass
- scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock)
Change 4033889 by Fred.Kimberley
Fixed some watches that were incorrectly displayed as not in scope.
Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged.
Change 4033921 by Fred.Kimberley
Remove unnecessary cast and unused variable.
Change 4034094 by Phillip.Kavan
Moved the Blueprint bookmarks feature out from under the experimental settings flag.
Change 4035553 by Marc.Audy
Remove unneeded UFUNCTION declaration
#jira UE-58030
Change 4035588 by Jim.Brown
RPG Game:
- Fixed a couple weapon icons (from temp art to more final version for review)
- Created 1st pass audio for Guardian enemies (attack, death, roar, swing)
- added reeeeeeeaally temp environmental audio (WIP)
- Started on audio for Spider creature (not in engine yet)
Change 4036698 by Phillip.Kavan
When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step.
Change summary:
- Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking.
- Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping.
#jira UE-52853
Change 4038454 by Marc.Audy
Remove unneeded validation code for old UC state system
Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class.
Change 4038487 by Jim.Brown
RPG Game:
- Icon work (still a couple placeholder, but almost done!)
- Audio pass on Guardian creature
- started audio on Spider creature (WIP)
Change 4040374 by Phillip.Kavan
When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play.
Change summary:
- Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump.
- Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review).
#jira UE-52853
Change 4040727 by Ben.Zeigler
Ability blueprint fixes
Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0
Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo
Added some comments
Change 4040812 by Fred.Kimberley
Fix errors and warnings in blueprint editor tests.
This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html).
Change 4041001 by Ben.Zeigler
Hook up skill cooldown to ui, bump cooldown to 2 seconds
Change 4041021 by Marc.Audy
PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist)
#jira UE-46077
#jira UE-58379
Change 4041038 by Fred.Kimberley
Remove UFUNCTION macros in overridden functions to fix build errors.
Change 4041671 by Fred.Kimberley
Added calls to delegates when a periodic effect executes a final time as it is being removed.
PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87)
Change 4041792 by Dan.Oconnor
Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer
#jira None
Change 4041796 by Dan.Oconnor
SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164
#jira UE-53734
Change 4041886 by Phillip.Kavan
Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled.
Change summary:
- Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks.
- Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged().
- Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes.
- Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize().
- Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor.
#jira UE-42333
Change 4042215 by Marc.Audy
Copy fix for depth of field in to Dev-Framework
#author Allan.Bentham
Change 4042732 by Marc.Audy
Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set
#jira UE-53965
Change 4042796 by Ben.Zeigler
#jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled
Change 4042943 by Jim.Brown
RPG Game:
- replaced all existing audio
- set up audio for all animations / matinee
- will need some polish when real audio comes in, but placeholder is good reference. :)
Change 4043287 by Ben.Zeigler
#jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none
#jira UE-57224 Fix it so pasting is correctly validated for soft object properties
Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal
Change 4043396 by Dan.Oconnor
Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped
#jira UE-58290
Change 4043708 by paulo.souza
Enemy progression intial commit + cleanups
Change 4045083 by Phillip.Kavan
Don't allow new bookmarks to be added when the name field is empty.
#jira UE-58220
Change 4045504 by Phillip.Kavan
The search bar is now functional in the Blueprint Bookmarks view.
#jira UE-58421
Change 4045516 by Phillip.Kavan
Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup).
#jira UE-55596
Change 4046707 by Jim.Brown
Action RPG Game
Guardians:
- Removed delay before grunts attack (so they don't just stand there anymore)
- Replaced idle animation with idle animation (was a scream, which they did every time they were idle)
HUD:
- Fixed skill meter not animating properly
- Added pulsing reminder around skill button when it's ready and hasn't been used
Character: (WIP)
- Fixed missing anim notify in Attack02
- Added missing notify (and sound) in a couple attacks
- reduced forward movement component of first couple attacks in combo move
Change 4046868 by Dan.Oconnor
Reparent blueprints before replacing references when using the 'delete and replace references' tool
#jira UE-57355
Change 4047012 by Jose.Gonzalez
Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate.
Change 4047018 by Jose.Gonzalez
Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets
Change 4047089 by paulo.souza
Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics
Change 4049741 by Jim.Brown
Action RPG Game:
- Set up Wave intro/outro screen
- Added a some audio stingers (legal approved, no need to replace)
- Content (music) file organization
Change 4050235 by Jim.Brown
Action RPG:
- Set up blocking volumes throughout entire map
- aligned all volumes on major grid lines
- turned off collision on all exterior rock meshes
- full rebuild
(should improve perf, collision, and pathing)
Change 4050440 by paulo.souza
Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions
Change 4050910 by paulo.souza
Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera
Change 4050920 by paulo.souza
Action RPG Game: Wave start and finish screen animation timing fix/polishing
Change 4050921 by paulo.souza
Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode
Change 4052161 by Jose.Gonzalez
Added player character efforts.
Adjusted soundcues for VO that plays during slow downs.
Added anims to support different sounds for mana/health potions
#jira UE-58598
Change 4052932 by Dan.Oconnor
Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant
#jira UE-58605
Change 4053179 by Jim.Brown
Action RPG Game:
- New front end (background, logo, buttons, animations)
- Updated HUD/UI with new art to match updated front end.
Change 4053187 by Marc.Audy
Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism.
Fix latent dynamic force feedback effects not updating their values when instructed to.
#jira UE-55921
Change 4053423 by Jose.Gonzalez
Added Guardian footsteps and concurrency rules for them.
Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check.
Added sword swings, adjusted volume per anim.
Added power up for Firewave.
Added Player Character footsteps.
Added whoosh for slo-mo meteors.
#jira UE-58598
Change 4053769 by Phillip.Kavan
Remove associated local bookmarks when Blueprint assets are deleted.
Change summary:
- Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only).
- Added FBlueprintEditorUtils::RemoveAllLocalBookmarks().
#jira UE-55606
Change 4053771 by Phillip.Kavan
CIS fix (failed P4 resolve)
Change 4053849 by Jose.Gonzalez
Spider large steps added, adjusted all anims and added them in the anims they weren't in.
Character collapse added.
Began work on Intro audio (creature sounds and timing)
#jira UE-58598
Change 4054042 by Jose.Gonzalez
Added Health and Mana cues, they now have seperate anims per item.
Added all Guardian VO, setup sequences and anims with matching audio.
Hammer and Axe swings added.
Level up cue added, adjusted anim.
Guardian swings and impacts added
#jira UE-58598
Change 4054375 by Marc.Audy
Ensure only that instanced IsEditorOnly components are displayed in the IWCE window
#jira UE-57954
Change 4054518 by Phillip.Kavan
For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion.
#jira UE-58738
Change 4054777 by Ben.Zeigler
#jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong
Change 4054796 by Fred.Kimberley
Improved watch window.
- shows watches from multiple blueprints.
- better indication of instances being debugged vs watches that aren't currently valid
Change 4055112 by Fred.Kimberley
PR #4273: Expose AIController public properties to BP (Contributed by Allar)
#jira UE-53007
Change 4055126 by Dan.Oconnor
Fix shadow variable
#jira UE-58763
Change 4055253 by paulo.souza
Action RPG Game - Fixes:
Player can die properly;
Should not be able to buy Souls;
Margins for the iPhoneX notch;
Change 4055279 by Fred.Kimberley
Added a helper function to make it easier to query containers for the presence of a single tag.
PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren)
#jira UE-57128
Change 4055511 by Ben.Zeigler
Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert
Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered
Change 4055981 by Jose.Gonzalez
Spider completed
#jira UE-58598
Change 4056011 by Jim.Brown
RPG Game:
- Fixed textures that weren't power of 2 for mobile
- Updated main menu screens with better lighting/resolution
- lighting tweaks to main level
- Gameplay balance tweaks (should be a bit more difficult now)
- more enemies per wave
- tighter distribution of enemy levels
- Differentiated enemies:
- Lvl 1 enemies are smaller w/ red effects
- Lvl 2 enemies are same size with yellow effects
- Lvl 3 enemies are larger with purplish effects
- Added effects to lvl 3 enemy's weapon (torch)
- Fixed color distrubution and transparency across buttons on the HUD
- Fixed button text eating input from buttons
- maybe some other stuff I forgot. :P
Change 4056192 by Dan.Oconnor
Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal
#jira None
Change 4056224 by Fred.Kimberley
Revert CL 4040812 for this file only. This change was not meant to be checked in.
#jira UE-58785
Change 4056239 by Marc.Audy
Components correctly display again.
Sprite components of Instanced components do appear. Can't solve that for now.
#jira UE-58747
Change 4056390 by Fred.Kimberley
Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called.
#jira UE-56986
Change 4056397 by Fred.Kimberley
Fix several minor issues with the watch window.
- Switched to more user friendly names for the instances being debugged
- Support copy and paste of multiple lines in the watch window
- Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged.
#jira UE-55707, UE-58273, UE-58703
Change 4056410 by Michael.Noland
Core: Added FUNC_Const to FUNC_FuncInherit
Change 4056515 by Phillip.Kavan
Fix crash on load during serialization of function entry nodes if the generated class is not yet available.
#jira UE-58783
Change 4056530 by Jose.Gonzalez
Set up soundclasses for all soundcues.
PSMs for Potions, Abilities, Slomo, and Enemy
#jira UE-58598
Change 4056552 by Ben.Zeigler
#jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values
Change 4056554 by Ben.Zeigler
Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds
Change 4056558 by paulo.souza
Action RPG:
- Fixed weapon switching bug
- Added more time to play the game (added per wave)
- AnimBP now resets to idle animation when in Inventory mode
Change 4056634 by Ben.Zeigler
Stop error spam about loading null items
Change 4056638 by Ben.Zeigler
Cleaned up GameInstance handling of loading screens
Delete some unused assets and consolidate a physical material
Change 4056640 by Michael.Noland
PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar)
#jira UE-51273
Change 4056641 by Michael.Noland
PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar)
#jira UE-51293
Change 4056642 by Michael.Noland
PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56)
Change 4056644 by Michael.Noland
PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl)
Change 4056645 by Michael.Noland
PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist)
#jira UE-57273
Change 4056646 by Michael.Noland
Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified
PR #4687: (Contributed by projectgheist)
#jira UE-58082
Change 4056659 by Michael.Noland
PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed)
Change 4056662 by Michael.Noland
PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly)
#jira UE-58158, UE-58096
Change 4056664 by Michael.Noland
PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar)
#jira UE-51291
Change 4056665 by Michael.Noland
PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist)
Change 4056696 by Michael.Noland
PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar)
#jira UE-51292
Change 4056716 by Michael.Noland
PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits)
Change 4056720 by Michael.Noland
PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon)
Change 4056723 by Michael.Noland
PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron)
Change 4056744 by paulo.souza
Action RPG:
- Fixed null referenced assets
- Reinstated the "Add Souls" button (for QA)
- Reduced some UI images max cook resolution
Change 4056745 by Jose.Gonzalez
UI and Ambient sounds added
#jira UE-58598
Change 4057038 by Jim.Brown
RPG Game:
- Fixed broken title screen
Change 4057043 by Jim.Brown
RPG Game:
- Lowered footstep volume
Change 4057071 by Jim.Brown
RPG Game: fixed broken logo/title widget
Change 4057079 by Michael.Noland
Blueprints: Fixing a static analysis error in the watch window
Change 4057112 by Jim.Brown
RPG Game: updated logo (downsized from 2048 to 1024 and improved quality)
Change 4057201 by Jim.Brown
RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances.
Change 4057245 by Jim.Brown
RPG Game: Lowered pitch of sword swing
Change 4057443 by Marc.Audy
Property counts will be different in cooked and uncooked builds due to the editor only properties
Change 4057515 by Jim.Brown
Action RPG:
- Replaced background image in main menu with much higher quality art
- Removed dynamic spotlight that was causing perf hitch in main map
- Added slight animation to damage number pops
- Audio tweaks
Change 4020341 by Phillip.Kavan
(Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- Restored 4016447.
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods.
- Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion.
#jira UE-52372
Change 4024137 by Ben.Zeigler
Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions
Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum
Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo
Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags
Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code
Change 4035540 by Marc.Audy
Make UWidget::IsHovered virtual
Change 4043467 by Ben.Zeigler
#jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories
#jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654
These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI
[CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -04:00
bool UK2Node_FunctionEntry : : ShouldUseConstRefParams ( ) const
{
// Interface functions with no outputs will be implemented as events. As with native interface functions with no outputs, the entry
// node is expected to use 'const Type&' for input parameters that are passed by reference. See UEditablePinBase::PostLoad() for details.
if ( const UEdGraph * OwningGraph = GetGraph ( ) )
{
const UBlueprint * OwningBlueprint = FBlueprintEditorUtils : : FindBlueprintForGraph ( OwningGraph ) ;
if ( OwningBlueprint & & OwningBlueprint - > BlueprintType = = BPTYPE_Interface )
{
// Find paired result node and check for outputs.
for ( UEdGraphNode * Node : OwningGraph - > Nodes )
{
if ( UK2Node_FunctionResult * ResultNode = Cast < UK2Node_FunctionResult > ( Node ) )
{
// This might be called from the super's Serialize() method for older assets, so make sure the result node's pins have been loaded.
if ( ResultNode - > HasAnyFlags ( RF_NeedLoad ) )
{
GetLinker ( ) - > Preload ( ResultNode ) ;
}
return ResultNode - > UserDefinedPins . Num ( ) = = 0 ;
}
}
// No result node, so there are no outputs.
return true ;
}
}
return false ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3099612)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3061854 on 2016/07/22 by Bob.Tellez
Duplicate CL#3058653 //Fortnite/Main
#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.
Change 3068095 on 2016/07/28 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty.
-It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller.
-It reduces the number of FindField function calls and stativ variables in the nativized code.
List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled).
Change 3070569 on 2016/07/29 by Bob.Tellez
Duplicating CL#3070518 from //Fortnite/Main
#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.
Change 3081792 on 2016/08/08 by Dan.Oconnor
Widget and Animation blueprint diffing is no longer experimental, added warning explaining shortcomings. This is preferrable because the text diff is basically useless
#jira UE-1234
Change 3081865 on 2016/08/09 by Dan.Oconnor
build fix
#jria UE-1234
Change 3082839 on 2016/08/09 by Bob.Tellez
Duplicating CL#3082835 from //Fortnite/Main
#UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances.
Change 3083367 on 2016/08/09 by Dan.Oconnor
Fix for actors detaching when compiling a blueprint, needed to read attachment data before actors are destroyed, in case we're attached to another instance of the same type. Deemed too risky for 4.13.
#jira UE-33278
Change 3083825 on 2016/08/10 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
VariableNames are validated at the begining of FKismetCompilerContext::Compile, because the validation requires CDO.
Removed legacy code from FBlueprintEditorUtils::RenameMemberVariable.
Change 3084313 on 2016/08/10 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Change 3085572 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
Redone cl#3085568 from 4.13 branch
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3087171 on 2016/08/12 by Maciej.Mroz
BP Nativization:
- FCustomThunkTemplates functions have the same declarations as original functions in Kismet Array Library
- Properly declared scope of final functions
- "AdditionalPublicDependencyModuleNames" option in "BlueprintNativizationSettings" (applied in Orion)
Change 3088713 on 2016/08/15 by Ben.Cosh
This updates the tunnel boundary compile time code to catch end of thread execution inside tunnels and provide instrumentation for it.
#Jira UE-33563 - Macros without any outputs do not have their stats listed when called from a Keypress Event when profiling.
#Proj BlueprintGraph, BlueprintProfiler, Kismet, KismetCompiler, UnrealEd
Change 3088734 on 2016/08/15 by Ben.Cosh
Minor change to the changes submitted in CL 3088713 after finding an issue during use.
#Jira UE-33563 - Macros without any outputs do not have their stats listed when called from a Keypress Event when profiling.
#Proj BlueprintGraph, BlueprintProfiler, Kismet, KismetCompiler, UnrealEd
Change 3091248 on 2016/08/16 by Dan.Oconnor
Removing unused function
Change 3091555 on 2016/08/17 by Maciej.Mroz
#jira UE-34745 [CrashReport] UE4Editor_BlueprintGraph!UEdGraphSchema_K2::CreateSubstituteNode() [edgraphschema_k2.cpp:5601]
Fixed unsafe code.
Change 3091767 on 2016/08/17 by Ben.Cosh
Minor refresh on the threshold settings interface to allow more immediate visualisation of thresholds.
#Jira UE-33572 - BP Profiler - Refresh heatmap coloring when thresholds changed.
#Jira UE-33702 - BP Profiler - Custom heatmap thresholds appear to be broken
#Jira UE-33698 - BP Profiler: Default heatmaps to on
#Proj Kismet, BlueprintProfiler
Reviewer notes:
- Added an interfacel to indicate if performance thresholds have changed in BlueprintProfilerSettings so we can action changes
- Added code to force update heat interfaces in the blueprintprofiler if thresholds are dirty.
- Modified the BlueprintProfilerToolbar to reflect the above changes and only save settings when the combo dialog is closed ( saving on change makes the sliders unusable )
- Fixed the custom thresholds ( made them reciprical ) for testing.
- Node heatmaps default to average
- Heatmap display modes now get saved to the config
Change 3091770 on 2016/08/17 by Ben.Cosh
Refresh on the blueprint profiler node heatmaps
#Jira UE-34802 - Fix the blueprint profiler node heatmaps, the current visualisation is first pass prototype.
#Proj GraphEditor, EditorStyle
Reviewer notes:
- Quick update on the node heatmaps moving to a more graph editor sympathetic approach in code
- Removed the old interfaces and added a new overlay pass in the grapheditor processed before the node shadow brushes.
- Now the nodes have an outline/glow heatmap that doesn't color the node body ( I have an alternate set of images that also color the body if we decide on we still want that )
Change 3091972 on 2016/08/17 by Ben.Cosh
Changing the blueprint profiler heatmap displays to be full node colorisation.
#Jira none
Change 3092515 on 2016/08/17 by Ryan.Rauschkolb
Fixed Struct Ref pin in UK2Node_SetFieldsInStruct can be split when optional pins are visible
#UE-34060
Change 3093644 on 2016/08/18 by Maciej.Mroz
#jira UE-31754 BP interface signature change doesn't update child Blueprint
- Introduced FCustomCompilationSettingsMap. FKismetEditorUtilities::CompileBlueprint can compile many blueprints (due to reinstaning), now we can specify separate compilation settings for each BP.
- Simplified FKismetEditorUtilities::CompileBlueprint parameters list
- FunctionEntry and FunctionResult nodes depends on Interface (if they implement a function , that was declared in the interface).
- Interface is primary source of function signature (previously it was parent class)
- When an Interface is compiled all BPs, that implement it, have refreshed nodes in proper order.
- FBlueprintEditor::Compile ensures, that all parent classes of current BP are up-to-date
Change 3093694 on 2016/08/18 by samuel.proctor
Adding members to QA Test UDS
Change 3096778 on 2016/08/22 by Mike.Beach
Fixing Dev-BP CIS - closing bracket was mistakenly removed (thanks auto-merge).
Change 3097150 on 2016/08/22 by Mike.Beach
When converting function entry/exit nodes from an interface, set the replacement user-defined pins "DesiredDirection" properly (we now reject pins that don't match the expected direction, and user-defined pins created this way were setup wrong).
#jira UE-34985
Change 3097878 on 2016/08/23 by Ryan.Rauschkolb
BP Profiler: Fixed stack overflow when compiling tunnels that contain loops
#jira UE-34767
Change 3098294 on 2016/08/23 by Maciej.Mroz
#jira UE-30031, UE-34760, UE-34761
- Use Delta Serialization when exporting UDS value as text
- Default Values of Local Variables (of UDS type) are refreshed while BP regeneration
- Importing struct from text uses property guid (see CustomFindProperty)
Change 3098599 on 2016/08/23 by Ryan.Rauschkolb
Fixed option for split struct pin not appearing in context menu
#jira UE-35108
[CL 3100065 by Mike Beach in Main branch]
2016-08-24 16:19:07 -04:00
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# undef LOCTEXT_NAMESPACE