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// Copyright Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517) #rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change 3830579 by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change 3880198 by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change 3885254 by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change 3897655 by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
#include "NavModifierVolume.h"
#include "NavigationSystem.h"
#include "NavigationSystemTypes.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 "AI/NavigationModifier.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517) #rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change 3830579 by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change 3880198 by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change 3885254 by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change 3897655 by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
#include "NavAreas/NavArea_Null.h"
#include "NavigationOctree.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3380068) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3358702 on 2017/03/22 by Marc.Audy Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor #jira UE-42679 Change 3358737 on 2017/03/22 by Mieszko.Zielinski Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4 Change 3359062 on 2017/03/22 by Michael.Noland Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package) #jira UE-30748 Change 3359066 on 2017/03/22 by Michael.Noland PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl) #jira UE-42620 Change 3359069 on 2017/03/22 by Michael.Noland PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna) #jira UE-42250 Change 3359108 on 2017/03/22 by Michael.Noland Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer) #jira UE-36232 Change 3359235 on 2017/03/22 by Marc.Audy Expose bShouldPerformFullTickWhenPaused to blueprints and details panel #jira UE-17286 Change 3359324 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance. (Integrate CL 3249525 from Odin). Change 3359326 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching. (Integrate CL 3261262 from Odin). Change 3359327 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data. (Integrate CL 3231908 from Odin) Change 3359328 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace. (Integrate CL 3259985 from Odin) Change 3359329 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false. (Integrate CL 3260001 from Odin) Change 3359330 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes. - Added CharacterMovementComponent::ClearAccumulatedForces() - AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics. - CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces(). - ClearAccumulatedForces() now also clears pending launch velocity. - Exposed ClearAccumulatedForces() to blueprints. - AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick). - ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch. - SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement(). - Inlined ActorComponent::IsActive(). (Integrate CLs 3259933, 3266018 from Odin) Change 3359338 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode. (Integrate CL 3271928 from Odin) Change 3359345 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks. (Integrate CL 3273026 from Odin) Change 3359381 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game". (Integrate CLs 3275415, 3276810 from Odin). Change 3359422 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix build (CollisionProfile included). Change 3359442 on 2017/03/22 by Michael.Noland Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position Change 3359445 on 2017/03/22 by Michael.Noland PR #2989: Improved BP comment nodes (Contributed by projectgheist) #jira UE-36788 #jira UE-39118 Change 3359446 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before. (Integrate CL 3278307 from Odin) Change 3359494 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation(). (Integrated CL 3280775 from Odin). Change 3359506 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone). (Integrate CL 3287026 from Odin). Change 3359514 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects. (Integrate CL 3293322 from Odin) Change 3359553 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice. (Integrate CL 3299098 from Odin). Change 3359554 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call. (Integrate CL 3296254 from Odin). Change 3359555 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation. (Integrate CL 3295744 from Odin) Change 3359561 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found. (Integrate CL 3299111 from Odin) Change 3359573 on 2017/03/22 by dan.reynolds Added BP log to the Passive Mix Modifier test platform BP Change 3359593 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds). (Integrate CL 3299118 from Odin) Change 3359595 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24. (Integrate CL 3299116 from Odin) Change 3359602 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization. (Integrate CL 3340622 from Odin) Change 3359616 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off. (Integrate CL 3340635 from Odin) Change 3359864 on 2017/03/23 by Mieszko.Zielinski Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4 #jira UE-43120 Change 3360884 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off. (Integrate CL 3310724 from Odin) Change 3361045 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: new cvars to help with optimization: - au.DisableReverbSubmix - au.DisableEQSubmix - au.DisableParallelSourceProcessing - au.SetAudioChannelCount Also checked in some code to cut down on the amount of parameter setting in EQ (Integrate of CL 3303165 in Odin by Aaron.Mcleran) Change 3361172 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: added stat for HRTF. (Integrate CL 3310728 from Odin) Change 3361189 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on. (Integrate CL 3310926 from Odin). Change 3361914 on 2017/03/23 by Aaron.McLeran UE-42649 Fixing crash in cleaning up active sound in sound concurrency -Handling edge case of an active sound not have a sound base ptr, which is possible. Change 3361924 on 2017/03/23 by Aaron.McLeran UE-41378 Fixing passive mix modifier bug Change 3361978 on 2017/03/23 by Aaron.McLeran UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock Change 3361989 on 2017/03/23 by Aaron.McLeran PR #3010: Check for null GEngine on sound processing Change 3362053 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount. (Integrate CL 3311120 from Odin) Change 3362102 on 2017/03/23 by Aaron.McLeran PR #3182: Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel Change 3362153 on 2017/03/23 by Aaron.McLeran UE-43286 Oculus audio plugin not working/available Change 3362162 on 2017/03/23 by Aaron.McLeran UE-42252 Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener Change 3362206 on 2017/03/23 by Aaron.McLeran UE-43287 Fixing HRTF spatialization in editor viewport - Steam Audio doesn't support multiple audio devices at the moment - Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device Change 3362775 on 2017/03/24 by mason.seay Replaced deprecated node Change 3363024 on 2017/03/24 by Ben.Zeigler Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error Change 3363030 on 2017/03/24 by Zak.Middleton #ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate. Change 3363036 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update. (Integrate CL 3311158 from Odin) Change 3363541 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap(). (Integrate CL 3311169 from Odin) Change 3363642 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers". - Removed function call overhead to updating channel map. 64,000 function calls... - Simplified FSourceParam::Update() to reduce branching and have 1 return site. - Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly. (Integrate CL 3311235 from Odin) Change 3364441 on 2017/03/24 by Ben.Zeigler Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available. This fixes issue where iterative cooking would fail on plugin config files Add FindConfigFileWithBaseName to GConfig Change 3364652 on 2017/03/25 by Phillip.Kavan #jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations. Change summary: - Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change. Change 3365609 on 2017/03/27 by Richard.Hinckley #jira UEDOC-4720 Fixed global enums being dropped from documentation after being extracted by Doxygen. Change 3365737 on 2017/03/27 by Marc.Audy Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function. Change 3365795 on 2017/03/27 by Marc.Audy Fix compile error Change 3365894 on 2017/03/27 by Phillip.Kavan #jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph. Change summary: - Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context. Change 3366067 on 2017/03/27 by Marc.Audy Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred. #jira UE-40228 Change 3366097 on 2017/03/27 by Marc.Audy Fixed missed deprecation disable pairing for PostLadMap Change 3366170 on 2017/03/27 by Aaron.McLeran Fixing div by zero Change 3366221 on 2017/03/27 by Aaron.McLeran UE-43240 Removing dependency on component visualizers in runtime Phonon module. Change 3366698 on 2017/03/27 by Marc.Audy Fix Orion compile errors Change 3366782 on 2017/03/27 by Aaron.McLeran Bringing over optimizations from Odin to Dev-framework. Original CL 3311435 Change 3366818 on 2017/03/27 by Aaron.McLeran Bringing fix from Odin to Dev-Framework from CL 3304533 Fix for rare condition that stomps memory during source recycling. Change 3366984 on 2017/03/27 by Michael.Noland Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user. #jira UE-41638 Change 3367085 on 2017/03/27 by Brent.Pease - Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up. - Added time critical thread priority so that audio processing is not starved which would produce clicks and popping - Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android) Change 3367434 on 2017/03/28 by Marc.Audy Fix UT compile error Change 3368587 on 2017/03/28 by Mike.Beach Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin). Change 3368724 on 2017/03/28 by Zak.Middleton #ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387). #jira UE-41613, UE-28610 Change 3368748 on 2017/03/28 by Dan.Oconnor Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references Change 3368852 on 2017/03/28 by Mike.Beach Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header. Change 3368873 on 2017/03/28 by Dan.Oconnor Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences. Change 3368998 on 2017/03/28 by Dan.Oconnor Setting CLASS_Interface early in the compilation process Change 3369494 on 2017/03/29 by Marc.Audy Fix UAT compile error Change 3369924 on 2017/03/29 by Zak.Middleton #ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates. #jira UE-36973 Change 3369932 on 2017/03/29 by Ben.Zeigler #jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once. Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time Change 3370028 on 2017/03/29 by Ben.Zeigler CIS fix Change 3370360 on 2017/03/29 by Mike.Beach Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists). Change 3370363 on 2017/03/29 by Ben.Zeigler Fix issue where loading out of date editor asset registry cache would throw pointless errors Change 3370414 on 2017/03/29 by Marc.Audy Remove autos Change 3370428 on 2017/03/29 by Ben.Zeigler Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators Change 3370453 on 2017/03/29 by Marc.Audy CIS fix Change 3370548 on 2017/03/29 by Marc.Audy #rn Fix issues with seamless travel in PIE and shared sub levels between different parents. Change 3370564 on 2017/03/29 by Mieszko.Zielinski PR #3429: fix comment typo (Contributed by kayama-shift) Change 3370602 on 2017/03/29 by Mieszko.Zielinski Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4 Change 3370615 on 2017/03/29 by Phillip.Kavan #jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable. Change summary: - Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable). Change 3370693 on 2017/03/29 by Michael.Noland Fixing some bad indentation #rnx Change 3370740 on 2017/03/29 by Ben.Zeigler DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers Change 3370792 on 2017/03/29 by Michael.Noland Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE Change 3370794 on 2017/03/29 by Michael.Noland PR #3190: Reduce some output logging - Reduced an Oculus log from Log to Verbose because it spams quite a bit - Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered - Treat UInputComponent::GetAxisValue(None) as not a warning - Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer #jira UE-41446 Change 3370831 on 2017/03/29 by Dan.Oconnor Iteration on compilation manager - Fix Skeleton class compilation order - Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded - Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly Change 3370923 on 2017/03/29 by Michael.Noland Blueprints: Added an icon to indicate whether or not a macro contains latent actions - Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed - This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified Change 3371039 on 2017/03/29 by Dan.Oconnor Hacky fix for dropping return params when a function's return node is culled Change 3371750 on 2017/03/30 by Richard.Hinckley Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks. Change 3372513 on 2017/03/30 by Ben.Zeigler #jira UE-43475 Fix cooker issues with string asset references to null packages. Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references. Change 3372565 on 2017/03/30 by Richard.Hinckley Rolling back stencil change, will be moved to Dev-Rendering. Change 3372764 on 2017/03/30 by Marc.Audy Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists. #jira UE-43328 #rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint. Change 3372847 on 2017/03/30 by Marc.Audy Fix missing include Change 3372994 on 2017/03/30 by Zak.Middleton #ue4 - Fix build in Debug (checkSlow using incorrect function params). 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 3373320 on 2017/03/30 by mason.seay Basic for TM-Gameplay map (WIP) Change 3373448 on 2017/03/30 by Ben.Zeigler Fix recursive size display in audit window Improve asset manager comments Change 3373576 on 2017/03/30 by dan.reynolds AEOverview Update: Updated Passive Mix Modifier Test based on recent changes in behavior Also added Initial Delay Time timer to test Change 3373589 on 2017/03/30 by dan.reynolds AEOverview Passive Mix Mod Test Map update Change 3373624 on 2017/03/30 by Zak.Middleton #ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component. #jira UE-40420 Change 3374271 on 2017/03/31 by Marc.Audy Fix deprecation warning in new UT code Change 3374320 on 2017/03/31 by Marc.Audy Fix HTML5 compile. Change 3374413 on 2017/03/31 by Jeff.Farris Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it. (Copied CL 3276454 from Robo Recall to Dev-Framework) Change 3374414 on 2017/03/31 by Jeff.Farris Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange (Copied CL 3267903 from RoboRecall to Dev-Framework) Change 3374616 on 2017/03/31 by Ben.Zeigler Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this Change 3374664 on 2017/03/31 by Jeff.Farris Consted AIController::GetBrainComponent() (Copied 3239101 from Robo Recall to Dev-Framework) Change 3374665 on 2017/03/31 by Jeff.Farris PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components. (Coped CL 3242355 from Robo Recall to Dev-Framework) Change 3374779 on 2017/03/31 by Jeff.Farris Exposed SetAllPhysicsAngularVelocity to blueprints (Copied CL 3228390 from Robo Recall to Dev-Framework) Change 3374792 on 2017/03/31 by Ben.Zeigler #jira UE-42618 PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl) Change 3374844 on 2017/03/31 by Ben.Zeigler #jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles Change 3374925 on 2017/03/31 by Marc.Audy Don't throw warning about missing world context for inactive worlds. #jira UE-42679 Change 3374927 on 2017/03/31 by Michael.Noland Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects Change 3374995 on 2017/03/31 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components. Change 3375005 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include #rnx Change 3375015 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include (for real) #rnx Change 3375045 on 2017/03/31 by Marc.Audy Only calculate the streaming levels prefix during seamless travel if it is a PIE world #jira UE-43485 Change 3375053 on 2017/03/31 by Ben.Zeigler #jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen Change 3375057 on 2017/03/31 by Ben.Zeigler #jira UE-39226 Don't add to DrawDebug list for player controllers with no local player Change 3375121 on 2017/03/31 by Michael.Noland Added missing include for FScopedTransaction #rnx Change 3375222 on 2017/03/31 by mason.seay Submitting work done to TM-Gameplay. Still WIP Change 3375308 on 2017/03/31 by Michael.Noland Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor. May consider allowing opt-in behavior when we revisit Blutilities Change 3375321 on 2017/03/31 by Ben.Zeigler #jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event Change 3375372 on 2017/03/31 by Ben.Zeigler #jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set Change 3375380 on 2017/03/31 by Marc.Audy Modify IsMainAudioDevice to deal with the case where no audio device has been created. Change 3375402 on 2017/03/31 by Marc.Audy Fix DuplicateWorldForPIE in the case that the OwningWorld is null. Change 3376037 on 2017/04/02 by Phillip.Kavan #jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh. Change summary: - Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins. - Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins. - Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set. - Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins. - Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types. Change 3376364 on 2017/04/03 by Richard.Hinckley UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count. Change 3376366 on 2017/04/03 by Richard.Hinckley UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right. Change 3376517 on 2017/04/03 by Marc.Audy PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514) #jira UE-41499 Change 3376708 on 2017/04/03 by Mike.Beach Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes. Summary of changes: - nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets - corresponding manifest files get saved inside the module and named to match the platform - nativized modules now whitelisted only for the platform they were generated for - cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames) - extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places). Change 3376826 on 2017/04/03 by Phillip.Kavan #jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node. Change summary: - Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation). - Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it. - Switched 'NULL' to 'nullptr' in a few spots. Change 3376831 on 2017/04/03 by Ben.Zeigler #jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package Change 3376846 on 2017/04/03 by Ben.Zeigler #jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node Change 3376850 on 2017/04/03 by Dan.Oconnor Use authoritative class to mitigate compilation order issues Change 3376961 on 2017/04/03 by Ben.Zeigler #jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes Fix Box2d variable name in NoExportTypes Change 3376985 on 2017/04/03 by Ben.Zeigler #jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead Change 3377009 on 2017/04/03 by Ben.Zeigler #jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them Change 3377054 on 2017/04/03 by Zak.Middleton #ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta. #jira UE-40344 #udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html Change 3377061 on 2017/04/03 by Dan.Oconnor Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating. Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables. Change 3377073 on 2017/04/03 by Mike.Beach CIS fix - proper initialization ordering. Change 3377371 on 2017/04/03 by Ben.Zeigler #jira UE-43144 Disallow creating map of FText, like bool it is not hashable Change 3377395 on 2017/04/03 by Dan.Oconnor Build fix - make order in source match initialization order in artifact Change 3377417 on 2017/04/03 by Dan.Oconnor Speculative SA fix Change 3377496 on 2017/04/03 by Aaron.McLeran #jira UE-43558 Cleaning up shutdown code with audio plugins. Change 3377608 on 2017/04/03 by Zak.Middleton #ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games. #jira UE-38966 Change 3377880 on 2017/04/03 by Aaron.McLeran Audio bug fixes #jira UE-43600 Fixing sounds played by playsoundatlocation for audio volume calculations #jira UE-43601 Fixing listener volume interpolation #jida UE-43602 Fixing reverb/eq interpolation Change 3377908 on 2017/04/03 by Phillip.Kavan #jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link. Change summary: - Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType() - Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links. Change 3377912 on 2017/04/03 by Dan.Oconnor Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath Change 3377946 on 2017/04/03 by Ben.Zeigler #jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset Lower some error verbosity now that I believe I have tracked down the issue Change 3377950 on 2017/04/03 by Michael.Noland Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history (May still not work correctly, but it won't crash; full fix covered by UE-43603) #jira UE-22428 Change 3377981 on 2017/04/03 by Michael.Noland PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist) #jira UE-43291 #jira UE-43005 Change 3378039 on 2017/04/04 by Michael.Noland PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already) Change 3378041 on 2017/04/04 by Michael.Noland Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent Change 3378081 on 2017/04/04 by Dan.Oconnor Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation 3x because of copy/paste Change 3378094 on 2017/04/04 by Dan.Oconnor Add missing preload call for compilation manager Change 3378917 on 2017/04/04 by Marc.Audy Fix static analysis (which is very dumb) Change 3378986 on 2017/04/04 by Dan.Oconnor Fix bad merge Change 3379100 on 2017/04/04 by Dan.Oconnor Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path #jira UE-43629 Change 3379102 on 2017/04/04 by Ben.Zeigler Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over Change 3379147 on 2017/04/04 by Zak.Middleton #ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed. Change 3379254 on 2017/04/04 by Aaron.McLeran Fixing sounds in audio mixer when no EQ has been set. Change 3379760 on 2017/04/04 by Ben.Zeigler #jira UE-43647 Don't delete failed async packages that are rooted [CL 3380073 by Dan Oconnor in Main branch]
2017-04-04 20:49:52 -04:00
#include "Components/BrushComponent.h"
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
#include "AI/NavigationSystemHelpers.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3380068) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3358702 on 2017/03/22 by Marc.Audy Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor #jira UE-42679 Change 3358737 on 2017/03/22 by Mieszko.Zielinski Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4 Change 3359062 on 2017/03/22 by Michael.Noland Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package) #jira UE-30748 Change 3359066 on 2017/03/22 by Michael.Noland PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl) #jira UE-42620 Change 3359069 on 2017/03/22 by Michael.Noland PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna) #jira UE-42250 Change 3359108 on 2017/03/22 by Michael.Noland Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer) #jira UE-36232 Change 3359235 on 2017/03/22 by Marc.Audy Expose bShouldPerformFullTickWhenPaused to blueprints and details panel #jira UE-17286 Change 3359324 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance. (Integrate CL 3249525 from Odin). Change 3359326 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching. (Integrate CL 3261262 from Odin). Change 3359327 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data. (Integrate CL 3231908 from Odin) Change 3359328 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace. (Integrate CL 3259985 from Odin) Change 3359329 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false. (Integrate CL 3260001 from Odin) Change 3359330 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes. - Added CharacterMovementComponent::ClearAccumulatedForces() - AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics. - CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces(). - ClearAccumulatedForces() now also clears pending launch velocity. - Exposed ClearAccumulatedForces() to blueprints. - AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick). - ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch. - SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement(). - Inlined ActorComponent::IsActive(). (Integrate CLs 3259933, 3266018 from Odin) Change 3359338 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode. (Integrate CL 3271928 from Odin) Change 3359345 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks. (Integrate CL 3273026 from Odin) Change 3359381 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game". (Integrate CLs 3275415, 3276810 from Odin). Change 3359422 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix build (CollisionProfile included). Change 3359442 on 2017/03/22 by Michael.Noland Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position Change 3359445 on 2017/03/22 by Michael.Noland PR #2989: Improved BP comment nodes (Contributed by projectgheist) #jira UE-36788 #jira UE-39118 Change 3359446 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before. (Integrate CL 3278307 from Odin) Change 3359494 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation(). (Integrated CL 3280775 from Odin). Change 3359506 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone). (Integrate CL 3287026 from Odin). Change 3359514 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects. (Integrate CL 3293322 from Odin) Change 3359553 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice. (Integrate CL 3299098 from Odin). Change 3359554 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call. (Integrate CL 3296254 from Odin). Change 3359555 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation. (Integrate CL 3295744 from Odin) Change 3359561 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found. (Integrate CL 3299111 from Odin) Change 3359573 on 2017/03/22 by dan.reynolds Added BP log to the Passive Mix Modifier test platform BP Change 3359593 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds). (Integrate CL 3299118 from Odin) Change 3359595 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24. (Integrate CL 3299116 from Odin) Change 3359602 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization. (Integrate CL 3340622 from Odin) Change 3359616 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off. (Integrate CL 3340635 from Odin) Change 3359864 on 2017/03/23 by Mieszko.Zielinski Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4 #jira UE-43120 Change 3360884 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off. (Integrate CL 3310724 from Odin) Change 3361045 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: new cvars to help with optimization: - au.DisableReverbSubmix - au.DisableEQSubmix - au.DisableParallelSourceProcessing - au.SetAudioChannelCount Also checked in some code to cut down on the amount of parameter setting in EQ (Integrate of CL 3303165 in Odin by Aaron.Mcleran) Change 3361172 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: added stat for HRTF. (Integrate CL 3310728 from Odin) Change 3361189 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on. (Integrate CL 3310926 from Odin). Change 3361914 on 2017/03/23 by Aaron.McLeran UE-42649 Fixing crash in cleaning up active sound in sound concurrency -Handling edge case of an active sound not have a sound base ptr, which is possible. Change 3361924 on 2017/03/23 by Aaron.McLeran UE-41378 Fixing passive mix modifier bug Change 3361978 on 2017/03/23 by Aaron.McLeran UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock Change 3361989 on 2017/03/23 by Aaron.McLeran PR #3010: Check for null GEngine on sound processing Change 3362053 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount. (Integrate CL 3311120 from Odin) Change 3362102 on 2017/03/23 by Aaron.McLeran PR #3182: Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel Change 3362153 on 2017/03/23 by Aaron.McLeran UE-43286 Oculus audio plugin not working/available Change 3362162 on 2017/03/23 by Aaron.McLeran UE-42252 Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener Change 3362206 on 2017/03/23 by Aaron.McLeran UE-43287 Fixing HRTF spatialization in editor viewport - Steam Audio doesn't support multiple audio devices at the moment - Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device Change 3362775 on 2017/03/24 by mason.seay Replaced deprecated node Change 3363024 on 2017/03/24 by Ben.Zeigler Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error Change 3363030 on 2017/03/24 by Zak.Middleton #ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate. Change 3363036 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update. (Integrate CL 3311158 from Odin) Change 3363541 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap(). (Integrate CL 3311169 from Odin) Change 3363642 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers". - Removed function call overhead to updating channel map. 64,000 function calls... - Simplified FSourceParam::Update() to reduce branching and have 1 return site. - Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly. (Integrate CL 3311235 from Odin) Change 3364441 on 2017/03/24 by Ben.Zeigler Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available. This fixes issue where iterative cooking would fail on plugin config files Add FindConfigFileWithBaseName to GConfig Change 3364652 on 2017/03/25 by Phillip.Kavan #jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations. Change summary: - Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change. Change 3365609 on 2017/03/27 by Richard.Hinckley #jira UEDOC-4720 Fixed global enums being dropped from documentation after being extracted by Doxygen. Change 3365737 on 2017/03/27 by Marc.Audy Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function. Change 3365795 on 2017/03/27 by Marc.Audy Fix compile error Change 3365894 on 2017/03/27 by Phillip.Kavan #jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph. Change summary: - Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context. Change 3366067 on 2017/03/27 by Marc.Audy Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred. #jira UE-40228 Change 3366097 on 2017/03/27 by Marc.Audy Fixed missed deprecation disable pairing for PostLadMap Change 3366170 on 2017/03/27 by Aaron.McLeran Fixing div by zero Change 3366221 on 2017/03/27 by Aaron.McLeran UE-43240 Removing dependency on component visualizers in runtime Phonon module. Change 3366698 on 2017/03/27 by Marc.Audy Fix Orion compile errors Change 3366782 on 2017/03/27 by Aaron.McLeran Bringing over optimizations from Odin to Dev-framework. Original CL 3311435 Change 3366818 on 2017/03/27 by Aaron.McLeran Bringing fix from Odin to Dev-Framework from CL 3304533 Fix for rare condition that stomps memory during source recycling. Change 3366984 on 2017/03/27 by Michael.Noland Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user. #jira UE-41638 Change 3367085 on 2017/03/27 by Brent.Pease - Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up. - Added time critical thread priority so that audio processing is not starved which would produce clicks and popping - Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android) Change 3367434 on 2017/03/28 by Marc.Audy Fix UT compile error Change 3368587 on 2017/03/28 by Mike.Beach Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin). Change 3368724 on 2017/03/28 by Zak.Middleton #ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387). #jira UE-41613, UE-28610 Change 3368748 on 2017/03/28 by Dan.Oconnor Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references Change 3368852 on 2017/03/28 by Mike.Beach Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header. Change 3368873 on 2017/03/28 by Dan.Oconnor Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences. Change 3368998 on 2017/03/28 by Dan.Oconnor Setting CLASS_Interface early in the compilation process Change 3369494 on 2017/03/29 by Marc.Audy Fix UAT compile error Change 3369924 on 2017/03/29 by Zak.Middleton #ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates. #jira UE-36973 Change 3369932 on 2017/03/29 by Ben.Zeigler #jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once. Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time Change 3370028 on 2017/03/29 by Ben.Zeigler CIS fix Change 3370360 on 2017/03/29 by Mike.Beach Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists). Change 3370363 on 2017/03/29 by Ben.Zeigler Fix issue where loading out of date editor asset registry cache would throw pointless errors Change 3370414 on 2017/03/29 by Marc.Audy Remove autos Change 3370428 on 2017/03/29 by Ben.Zeigler Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators Change 3370453 on 2017/03/29 by Marc.Audy CIS fix Change 3370548 on 2017/03/29 by Marc.Audy #rn Fix issues with seamless travel in PIE and shared sub levels between different parents. Change 3370564 on 2017/03/29 by Mieszko.Zielinski PR #3429: fix comment typo (Contributed by kayama-shift) Change 3370602 on 2017/03/29 by Mieszko.Zielinski Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4 Change 3370615 on 2017/03/29 by Phillip.Kavan #jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable. Change summary: - Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable). Change 3370693 on 2017/03/29 by Michael.Noland Fixing some bad indentation #rnx Change 3370740 on 2017/03/29 by Ben.Zeigler DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers Change 3370792 on 2017/03/29 by Michael.Noland Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE Change 3370794 on 2017/03/29 by Michael.Noland PR #3190: Reduce some output logging - Reduced an Oculus log from Log to Verbose because it spams quite a bit - Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered - Treat UInputComponent::GetAxisValue(None) as not a warning - Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer #jira UE-41446 Change 3370831 on 2017/03/29 by Dan.Oconnor Iteration on compilation manager - Fix Skeleton class compilation order - Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded - Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly Change 3370923 on 2017/03/29 by Michael.Noland Blueprints: Added an icon to indicate whether or not a macro contains latent actions - Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed - This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified Change 3371039 on 2017/03/29 by Dan.Oconnor Hacky fix for dropping return params when a function's return node is culled Change 3371750 on 2017/03/30 by Richard.Hinckley Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks. Change 3372513 on 2017/03/30 by Ben.Zeigler #jira UE-43475 Fix cooker issues with string asset references to null packages. Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references. Change 3372565 on 2017/03/30 by Richard.Hinckley Rolling back stencil change, will be moved to Dev-Rendering. Change 3372764 on 2017/03/30 by Marc.Audy Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists. #jira UE-43328 #rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint. Change 3372847 on 2017/03/30 by Marc.Audy Fix missing include Change 3372994 on 2017/03/30 by Zak.Middleton #ue4 - Fix build in Debug (checkSlow using incorrect function params). 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 3373320 on 2017/03/30 by mason.seay Basic for TM-Gameplay map (WIP) Change 3373448 on 2017/03/30 by Ben.Zeigler Fix recursive size display in audit window Improve asset manager comments Change 3373576 on 2017/03/30 by dan.reynolds AEOverview Update: Updated Passive Mix Modifier Test based on recent changes in behavior Also added Initial Delay Time timer to test Change 3373589 on 2017/03/30 by dan.reynolds AEOverview Passive Mix Mod Test Map update Change 3373624 on 2017/03/30 by Zak.Middleton #ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component. #jira UE-40420 Change 3374271 on 2017/03/31 by Marc.Audy Fix deprecation warning in new UT code Change 3374320 on 2017/03/31 by Marc.Audy Fix HTML5 compile. Change 3374413 on 2017/03/31 by Jeff.Farris Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it. (Copied CL 3276454 from Robo Recall to Dev-Framework) Change 3374414 on 2017/03/31 by Jeff.Farris Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange (Copied CL 3267903 from RoboRecall to Dev-Framework) Change 3374616 on 2017/03/31 by Ben.Zeigler Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this Change 3374664 on 2017/03/31 by Jeff.Farris Consted AIController::GetBrainComponent() (Copied 3239101 from Robo Recall to Dev-Framework) Change 3374665 on 2017/03/31 by Jeff.Farris PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components. (Coped CL 3242355 from Robo Recall to Dev-Framework) Change 3374779 on 2017/03/31 by Jeff.Farris Exposed SetAllPhysicsAngularVelocity to blueprints (Copied CL 3228390 from Robo Recall to Dev-Framework) Change 3374792 on 2017/03/31 by Ben.Zeigler #jira UE-42618 PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl) Change 3374844 on 2017/03/31 by Ben.Zeigler #jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles Change 3374925 on 2017/03/31 by Marc.Audy Don't throw warning about missing world context for inactive worlds. #jira UE-42679 Change 3374927 on 2017/03/31 by Michael.Noland Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects Change 3374995 on 2017/03/31 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components. Change 3375005 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include #rnx Change 3375015 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include (for real) #rnx Change 3375045 on 2017/03/31 by Marc.Audy Only calculate the streaming levels prefix during seamless travel if it is a PIE world #jira UE-43485 Change 3375053 on 2017/03/31 by Ben.Zeigler #jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen Change 3375057 on 2017/03/31 by Ben.Zeigler #jira UE-39226 Don't add to DrawDebug list for player controllers with no local player Change 3375121 on 2017/03/31 by Michael.Noland Added missing include for FScopedTransaction #rnx Change 3375222 on 2017/03/31 by mason.seay Submitting work done to TM-Gameplay. Still WIP Change 3375308 on 2017/03/31 by Michael.Noland Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor. May consider allowing opt-in behavior when we revisit Blutilities Change 3375321 on 2017/03/31 by Ben.Zeigler #jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event Change 3375372 on 2017/03/31 by Ben.Zeigler #jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set Change 3375380 on 2017/03/31 by Marc.Audy Modify IsMainAudioDevice to deal with the case where no audio device has been created. Change 3375402 on 2017/03/31 by Marc.Audy Fix DuplicateWorldForPIE in the case that the OwningWorld is null. Change 3376037 on 2017/04/02 by Phillip.Kavan #jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh. Change summary: - Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins. - Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins. - Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set. - Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins. - Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types. Change 3376364 on 2017/04/03 by Richard.Hinckley UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count. Change 3376366 on 2017/04/03 by Richard.Hinckley UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right. Change 3376517 on 2017/04/03 by Marc.Audy PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514) #jira UE-41499 Change 3376708 on 2017/04/03 by Mike.Beach Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes. Summary of changes: - nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets - corresponding manifest files get saved inside the module and named to match the platform - nativized modules now whitelisted only for the platform they were generated for - cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames) - extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places). Change 3376826 on 2017/04/03 by Phillip.Kavan #jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node. Change summary: - Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation). - Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it. - Switched 'NULL' to 'nullptr' in a few spots. Change 3376831 on 2017/04/03 by Ben.Zeigler #jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package Change 3376846 on 2017/04/03 by Ben.Zeigler #jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node Change 3376850 on 2017/04/03 by Dan.Oconnor Use authoritative class to mitigate compilation order issues Change 3376961 on 2017/04/03 by Ben.Zeigler #jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes Fix Box2d variable name in NoExportTypes Change 3376985 on 2017/04/03 by Ben.Zeigler #jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead Change 3377009 on 2017/04/03 by Ben.Zeigler #jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them Change 3377054 on 2017/04/03 by Zak.Middleton #ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta. #jira UE-40344 #udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html Change 3377061 on 2017/04/03 by Dan.Oconnor Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating. Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables. Change 3377073 on 2017/04/03 by Mike.Beach CIS fix - proper initialization ordering. Change 3377371 on 2017/04/03 by Ben.Zeigler #jira UE-43144 Disallow creating map of FText, like bool it is not hashable Change 3377395 on 2017/04/03 by Dan.Oconnor Build fix - make order in source match initialization order in artifact Change 3377417 on 2017/04/03 by Dan.Oconnor Speculative SA fix Change 3377496 on 2017/04/03 by Aaron.McLeran #jira UE-43558 Cleaning up shutdown code with audio plugins. Change 3377608 on 2017/04/03 by Zak.Middleton #ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games. #jira UE-38966 Change 3377880 on 2017/04/03 by Aaron.McLeran Audio bug fixes #jira UE-43600 Fixing sounds played by playsoundatlocation for audio volume calculations #jira UE-43601 Fixing listener volume interpolation #jida UE-43602 Fixing reverb/eq interpolation Change 3377908 on 2017/04/03 by Phillip.Kavan #jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link. Change summary: - Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType() - Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links. Change 3377912 on 2017/04/03 by Dan.Oconnor Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath Change 3377946 on 2017/04/03 by Ben.Zeigler #jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset Lower some error verbosity now that I believe I have tracked down the issue Change 3377950 on 2017/04/03 by Michael.Noland Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history (May still not work correctly, but it won't crash; full fix covered by UE-43603) #jira UE-22428 Change 3377981 on 2017/04/03 by Michael.Noland PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist) #jira UE-43291 #jira UE-43005 Change 3378039 on 2017/04/04 by Michael.Noland PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already) Change 3378041 on 2017/04/04 by Michael.Noland Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent Change 3378081 on 2017/04/04 by Dan.Oconnor Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation 3x because of copy/paste Change 3378094 on 2017/04/04 by Dan.Oconnor Add missing preload call for compilation manager Change 3378917 on 2017/04/04 by Marc.Audy Fix static analysis (which is very dumb) Change 3378986 on 2017/04/04 by Dan.Oconnor Fix bad merge Change 3379100 on 2017/04/04 by Dan.Oconnor Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path #jira UE-43629 Change 3379102 on 2017/04/04 by Ben.Zeigler Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over Change 3379147 on 2017/04/04 by Zak.Middleton #ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed. Change 3379254 on 2017/04/04 by Aaron.McLeran Fixing sounds in audio mixer when no EQ has been set. Change 3379760 on 2017/04/04 by Ben.Zeigler #jira UE-43647 Don't delete failed async packages that are rooted [CL 3380073 by Dan Oconnor in Main branch]
2017-04-04 20:49:52 -04:00
#include "Engine/CollisionProfile.h"
#include "Model.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(NavModifierVolume)
#if WITH_EDITOR
namespace UE::Navigation::ModVolume::Private
{
void OnNavAreaRegistrationChanged(ANavModifierVolume& ModifierVolume, const UWorld& World, const UClass* NavAreaClass)
{
if (NavAreaClass
&& (NavAreaClass == ModifierVolume.GetAreaClass() || NavAreaClass == ModifierVolume.GetAreaClassToReplace())
&& &World == ModifierVolume.GetWorld()
&& ModifierVolume.HasActorRegisteredAllComponents()) // Update only required after initial registration was completed
{
FNavigationSystem::UpdateActorData(ModifierVolume);
}
}
} // UE::Navigation::ModVolume::Private
#endif // WITH_EDITOR
//----------------------------------------------------------------------//
// ANavModifierVolume
//----------------------------------------------------------------------//
ANavModifierVolume::ANavModifierVolume(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, AreaClass(UNavArea_Null::StaticClass())
, AreaClassToReplace(nullptr)
, NavMeshResolution(ENavigationDataResolution::Invalid)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3380068) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3358702 on 2017/03/22 by Marc.Audy Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor #jira UE-42679 Change 3358737 on 2017/03/22 by Mieszko.Zielinski Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4 Change 3359062 on 2017/03/22 by Michael.Noland Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package) #jira UE-30748 Change 3359066 on 2017/03/22 by Michael.Noland PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl) #jira UE-42620 Change 3359069 on 2017/03/22 by Michael.Noland PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna) #jira UE-42250 Change 3359108 on 2017/03/22 by Michael.Noland Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer) #jira UE-36232 Change 3359235 on 2017/03/22 by Marc.Audy Expose bShouldPerformFullTickWhenPaused to blueprints and details panel #jira UE-17286 Change 3359324 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance. (Integrate CL 3249525 from Odin). Change 3359326 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching. (Integrate CL 3261262 from Odin). Change 3359327 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data. (Integrate CL 3231908 from Odin) Change 3359328 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace. (Integrate CL 3259985 from Odin) Change 3359329 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false. (Integrate CL 3260001 from Odin) Change 3359330 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes. - Added CharacterMovementComponent::ClearAccumulatedForces() - AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics. - CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces(). - ClearAccumulatedForces() now also clears pending launch velocity. - Exposed ClearAccumulatedForces() to blueprints. - AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick). - ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch. - SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement(). - Inlined ActorComponent::IsActive(). (Integrate CLs 3259933, 3266018 from Odin) Change 3359338 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode. (Integrate CL 3271928 from Odin) Change 3359345 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks. (Integrate CL 3273026 from Odin) Change 3359381 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game". (Integrate CLs 3275415, 3276810 from Odin). Change 3359422 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix build (CollisionProfile included). Change 3359442 on 2017/03/22 by Michael.Noland Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position Change 3359445 on 2017/03/22 by Michael.Noland PR #2989: Improved BP comment nodes (Contributed by projectgheist) #jira UE-36788 #jira UE-39118 Change 3359446 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before. (Integrate CL 3278307 from Odin) Change 3359494 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation(). (Integrated CL 3280775 from Odin). Change 3359506 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone). (Integrate CL 3287026 from Odin). Change 3359514 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects. (Integrate CL 3293322 from Odin) Change 3359553 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice. (Integrate CL 3299098 from Odin). Change 3359554 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call. (Integrate CL 3296254 from Odin). Change 3359555 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation. (Integrate CL 3295744 from Odin) Change 3359561 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found. (Integrate CL 3299111 from Odin) Change 3359573 on 2017/03/22 by dan.reynolds Added BP log to the Passive Mix Modifier test platform BP Change 3359593 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds). (Integrate CL 3299118 from Odin) Change 3359595 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24. (Integrate CL 3299116 from Odin) Change 3359602 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization. (Integrate CL 3340622 from Odin) Change 3359616 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off. (Integrate CL 3340635 from Odin) Change 3359864 on 2017/03/23 by Mieszko.Zielinski Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4 #jira UE-43120 Change 3360884 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off. (Integrate CL 3310724 from Odin) Change 3361045 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: new cvars to help with optimization: - au.DisableReverbSubmix - au.DisableEQSubmix - au.DisableParallelSourceProcessing - au.SetAudioChannelCount Also checked in some code to cut down on the amount of parameter setting in EQ (Integrate of CL 3303165 in Odin by Aaron.Mcleran) Change 3361172 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: added stat for HRTF. (Integrate CL 3310728 from Odin) Change 3361189 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on. (Integrate CL 3310926 from Odin). Change 3361914 on 2017/03/23 by Aaron.McLeran UE-42649 Fixing crash in cleaning up active sound in sound concurrency -Handling edge case of an active sound not have a sound base ptr, which is possible. Change 3361924 on 2017/03/23 by Aaron.McLeran UE-41378 Fixing passive mix modifier bug Change 3361978 on 2017/03/23 by Aaron.McLeran UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock Change 3361989 on 2017/03/23 by Aaron.McLeran PR #3010: Check for null GEngine on sound processing Change 3362053 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount. (Integrate CL 3311120 from Odin) Change 3362102 on 2017/03/23 by Aaron.McLeran PR #3182: Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel Change 3362153 on 2017/03/23 by Aaron.McLeran UE-43286 Oculus audio plugin not working/available Change 3362162 on 2017/03/23 by Aaron.McLeran UE-42252 Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener Change 3362206 on 2017/03/23 by Aaron.McLeran UE-43287 Fixing HRTF spatialization in editor viewport - Steam Audio doesn't support multiple audio devices at the moment - Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device Change 3362775 on 2017/03/24 by mason.seay Replaced deprecated node Change 3363024 on 2017/03/24 by Ben.Zeigler Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error Change 3363030 on 2017/03/24 by Zak.Middleton #ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate. Change 3363036 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update. (Integrate CL 3311158 from Odin) Change 3363541 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap(). (Integrate CL 3311169 from Odin) Change 3363642 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers". - Removed function call overhead to updating channel map. 64,000 function calls... - Simplified FSourceParam::Update() to reduce branching and have 1 return site. - Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly. (Integrate CL 3311235 from Odin) Change 3364441 on 2017/03/24 by Ben.Zeigler Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available. This fixes issue where iterative cooking would fail on plugin config files Add FindConfigFileWithBaseName to GConfig Change 3364652 on 2017/03/25 by Phillip.Kavan #jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations. Change summary: - Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change. Change 3365609 on 2017/03/27 by Richard.Hinckley #jira UEDOC-4720 Fixed global enums being dropped from documentation after being extracted by Doxygen. Change 3365737 on 2017/03/27 by Marc.Audy Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function. Change 3365795 on 2017/03/27 by Marc.Audy Fix compile error Change 3365894 on 2017/03/27 by Phillip.Kavan #jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph. Change summary: - Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context. Change 3366067 on 2017/03/27 by Marc.Audy Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred. #jira UE-40228 Change 3366097 on 2017/03/27 by Marc.Audy Fixed missed deprecation disable pairing for PostLadMap Change 3366170 on 2017/03/27 by Aaron.McLeran Fixing div by zero Change 3366221 on 2017/03/27 by Aaron.McLeran UE-43240 Removing dependency on component visualizers in runtime Phonon module. Change 3366698 on 2017/03/27 by Marc.Audy Fix Orion compile errors Change 3366782 on 2017/03/27 by Aaron.McLeran Bringing over optimizations from Odin to Dev-framework. Original CL 3311435 Change 3366818 on 2017/03/27 by Aaron.McLeran Bringing fix from Odin to Dev-Framework from CL 3304533 Fix for rare condition that stomps memory during source recycling. Change 3366984 on 2017/03/27 by Michael.Noland Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user. #jira UE-41638 Change 3367085 on 2017/03/27 by Brent.Pease - Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up. - Added time critical thread priority so that audio processing is not starved which would produce clicks and popping - Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android) Change 3367434 on 2017/03/28 by Marc.Audy Fix UT compile error Change 3368587 on 2017/03/28 by Mike.Beach Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin). Change 3368724 on 2017/03/28 by Zak.Middleton #ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387). #jira UE-41613, UE-28610 Change 3368748 on 2017/03/28 by Dan.Oconnor Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references Change 3368852 on 2017/03/28 by Mike.Beach Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header. Change 3368873 on 2017/03/28 by Dan.Oconnor Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences. Change 3368998 on 2017/03/28 by Dan.Oconnor Setting CLASS_Interface early in the compilation process Change 3369494 on 2017/03/29 by Marc.Audy Fix UAT compile error Change 3369924 on 2017/03/29 by Zak.Middleton #ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates. #jira UE-36973 Change 3369932 on 2017/03/29 by Ben.Zeigler #jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once. Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time Change 3370028 on 2017/03/29 by Ben.Zeigler CIS fix Change 3370360 on 2017/03/29 by Mike.Beach Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists). Change 3370363 on 2017/03/29 by Ben.Zeigler Fix issue where loading out of date editor asset registry cache would throw pointless errors Change 3370414 on 2017/03/29 by Marc.Audy Remove autos Change 3370428 on 2017/03/29 by Ben.Zeigler Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators Change 3370453 on 2017/03/29 by Marc.Audy CIS fix Change 3370548 on 2017/03/29 by Marc.Audy #rn Fix issues with seamless travel in PIE and shared sub levels between different parents. Change 3370564 on 2017/03/29 by Mieszko.Zielinski PR #3429: fix comment typo (Contributed by kayama-shift) Change 3370602 on 2017/03/29 by Mieszko.Zielinski Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4 Change 3370615 on 2017/03/29 by Phillip.Kavan #jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable. Change summary: - Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable). Change 3370693 on 2017/03/29 by Michael.Noland Fixing some bad indentation #rnx Change 3370740 on 2017/03/29 by Ben.Zeigler DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers Change 3370792 on 2017/03/29 by Michael.Noland Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE Change 3370794 on 2017/03/29 by Michael.Noland PR #3190: Reduce some output logging - Reduced an Oculus log from Log to Verbose because it spams quite a bit - Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered - Treat UInputComponent::GetAxisValue(None) as not a warning - Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer #jira UE-41446 Change 3370831 on 2017/03/29 by Dan.Oconnor Iteration on compilation manager - Fix Skeleton class compilation order - Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded - Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly Change 3370923 on 2017/03/29 by Michael.Noland Blueprints: Added an icon to indicate whether or not a macro contains latent actions - Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed - This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified Change 3371039 on 2017/03/29 by Dan.Oconnor Hacky fix for dropping return params when a function's return node is culled Change 3371750 on 2017/03/30 by Richard.Hinckley Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks. Change 3372513 on 2017/03/30 by Ben.Zeigler #jira UE-43475 Fix cooker issues with string asset references to null packages. Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references. Change 3372565 on 2017/03/30 by Richard.Hinckley Rolling back stencil change, will be moved to Dev-Rendering. Change 3372764 on 2017/03/30 by Marc.Audy Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists. #jira UE-43328 #rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint. Change 3372847 on 2017/03/30 by Marc.Audy Fix missing include Change 3372994 on 2017/03/30 by Zak.Middleton #ue4 - Fix build in Debug (checkSlow using incorrect function params). 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 3373320 on 2017/03/30 by mason.seay Basic for TM-Gameplay map (WIP) Change 3373448 on 2017/03/30 by Ben.Zeigler Fix recursive size display in audit window Improve asset manager comments Change 3373576 on 2017/03/30 by dan.reynolds AEOverview Update: Updated Passive Mix Modifier Test based on recent changes in behavior Also added Initial Delay Time timer to test Change 3373589 on 2017/03/30 by dan.reynolds AEOverview Passive Mix Mod Test Map update Change 3373624 on 2017/03/30 by Zak.Middleton #ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component. #jira UE-40420 Change 3374271 on 2017/03/31 by Marc.Audy Fix deprecation warning in new UT code Change 3374320 on 2017/03/31 by Marc.Audy Fix HTML5 compile. Change 3374413 on 2017/03/31 by Jeff.Farris Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it. (Copied CL 3276454 from Robo Recall to Dev-Framework) Change 3374414 on 2017/03/31 by Jeff.Farris Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange (Copied CL 3267903 from RoboRecall to Dev-Framework) Change 3374616 on 2017/03/31 by Ben.Zeigler Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this Change 3374664 on 2017/03/31 by Jeff.Farris Consted AIController::GetBrainComponent() (Copied 3239101 from Robo Recall to Dev-Framework) Change 3374665 on 2017/03/31 by Jeff.Farris PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components. (Coped CL 3242355 from Robo Recall to Dev-Framework) Change 3374779 on 2017/03/31 by Jeff.Farris Exposed SetAllPhysicsAngularVelocity to blueprints (Copied CL 3228390 from Robo Recall to Dev-Framework) Change 3374792 on 2017/03/31 by Ben.Zeigler #jira UE-42618 PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl) Change 3374844 on 2017/03/31 by Ben.Zeigler #jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles Change 3374925 on 2017/03/31 by Marc.Audy Don't throw warning about missing world context for inactive worlds. #jira UE-42679 Change 3374927 on 2017/03/31 by Michael.Noland Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects Change 3374995 on 2017/03/31 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components. Change 3375005 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include #rnx Change 3375015 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include (for real) #rnx Change 3375045 on 2017/03/31 by Marc.Audy Only calculate the streaming levels prefix during seamless travel if it is a PIE world #jira UE-43485 Change 3375053 on 2017/03/31 by Ben.Zeigler #jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen Change 3375057 on 2017/03/31 by Ben.Zeigler #jira UE-39226 Don't add to DrawDebug list for player controllers with no local player Change 3375121 on 2017/03/31 by Michael.Noland Added missing include for FScopedTransaction #rnx Change 3375222 on 2017/03/31 by mason.seay Submitting work done to TM-Gameplay. Still WIP Change 3375308 on 2017/03/31 by Michael.Noland Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor. May consider allowing opt-in behavior when we revisit Blutilities Change 3375321 on 2017/03/31 by Ben.Zeigler #jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event Change 3375372 on 2017/03/31 by Ben.Zeigler #jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set Change 3375380 on 2017/03/31 by Marc.Audy Modify IsMainAudioDevice to deal with the case where no audio device has been created. Change 3375402 on 2017/03/31 by Marc.Audy Fix DuplicateWorldForPIE in the case that the OwningWorld is null. Change 3376037 on 2017/04/02 by Phillip.Kavan #jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh. Change summary: - Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins. - Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins. - Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set. - Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins. - Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types. Change 3376364 on 2017/04/03 by Richard.Hinckley UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count. Change 3376366 on 2017/04/03 by Richard.Hinckley UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right. Change 3376517 on 2017/04/03 by Marc.Audy PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514) #jira UE-41499 Change 3376708 on 2017/04/03 by Mike.Beach Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes. Summary of changes: - nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets - corresponding manifest files get saved inside the module and named to match the platform - nativized modules now whitelisted only for the platform they were generated for - cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames) - extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places). Change 3376826 on 2017/04/03 by Phillip.Kavan #jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node. Change summary: - Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation). - Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it. - Switched 'NULL' to 'nullptr' in a few spots. Change 3376831 on 2017/04/03 by Ben.Zeigler #jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package Change 3376846 on 2017/04/03 by Ben.Zeigler #jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node Change 3376850 on 2017/04/03 by Dan.Oconnor Use authoritative class to mitigate compilation order issues Change 3376961 on 2017/04/03 by Ben.Zeigler #jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes Fix Box2d variable name in NoExportTypes Change 3376985 on 2017/04/03 by Ben.Zeigler #jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead Change 3377009 on 2017/04/03 by Ben.Zeigler #jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them Change 3377054 on 2017/04/03 by Zak.Middleton #ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta. #jira UE-40344 #udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html Change 3377061 on 2017/04/03 by Dan.Oconnor Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating. Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables. Change 3377073 on 2017/04/03 by Mike.Beach CIS fix - proper initialization ordering. Change 3377371 on 2017/04/03 by Ben.Zeigler #jira UE-43144 Disallow creating map of FText, like bool it is not hashable Change 3377395 on 2017/04/03 by Dan.Oconnor Build fix - make order in source match initialization order in artifact Change 3377417 on 2017/04/03 by Dan.Oconnor Speculative SA fix Change 3377496 on 2017/04/03 by Aaron.McLeran #jira UE-43558 Cleaning up shutdown code with audio plugins. Change 3377608 on 2017/04/03 by Zak.Middleton #ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games. #jira UE-38966 Change 3377880 on 2017/04/03 by Aaron.McLeran Audio bug fixes #jira UE-43600 Fixing sounds played by playsoundatlocation for audio volume calculations #jira UE-43601 Fixing listener volume interpolation #jida UE-43602 Fixing reverb/eq interpolation Change 3377908 on 2017/04/03 by Phillip.Kavan #jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link. Change summary: - Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType() - Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links. Change 3377912 on 2017/04/03 by Dan.Oconnor Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath Change 3377946 on 2017/04/03 by Ben.Zeigler #jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset Lower some error verbosity now that I believe I have tracked down the issue Change 3377950 on 2017/04/03 by Michael.Noland Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history (May still not work correctly, but it won't crash; full fix covered by UE-43603) #jira UE-22428 Change 3377981 on 2017/04/03 by Michael.Noland PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist) #jira UE-43291 #jira UE-43005 Change 3378039 on 2017/04/04 by Michael.Noland PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already) Change 3378041 on 2017/04/04 by Michael.Noland Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent Change 3378081 on 2017/04/04 by Dan.Oconnor Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation 3x because of copy/paste Change 3378094 on 2017/04/04 by Dan.Oconnor Add missing preload call for compilation manager Change 3378917 on 2017/04/04 by Marc.Audy Fix static analysis (which is very dumb) Change 3378986 on 2017/04/04 by Dan.Oconnor Fix bad merge Change 3379100 on 2017/04/04 by Dan.Oconnor Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path #jira UE-43629 Change 3379102 on 2017/04/04 by Ben.Zeigler Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over Change 3379147 on 2017/04/04 by Zak.Middleton #ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed. Change 3379254 on 2017/04/04 by Aaron.McLeran Fixing sounds in audio mixer when no EQ has been set. Change 3379760 on 2017/04/04 by Ben.Zeigler #jira UE-43647 Don't delete failed async packages that are rooted [CL 3380073 by Dan Oconnor in Main branch]
2017-04-04 20:49:52 -04:00
if (GetBrushComponent())
{
GetBrushComponent()->SetGenerateOverlapEvents(false);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3380068) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3358702 on 2017/03/22 by Marc.Audy Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor #jira UE-42679 Change 3358737 on 2017/03/22 by Mieszko.Zielinski Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4 Change 3359062 on 2017/03/22 by Michael.Noland Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package) #jira UE-30748 Change 3359066 on 2017/03/22 by Michael.Noland PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl) #jira UE-42620 Change 3359069 on 2017/03/22 by Michael.Noland PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna) #jira UE-42250 Change 3359108 on 2017/03/22 by Michael.Noland Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer) #jira UE-36232 Change 3359235 on 2017/03/22 by Marc.Audy Expose bShouldPerformFullTickWhenPaused to blueprints and details panel #jira UE-17286 Change 3359324 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance. (Integrate CL 3249525 from Odin). Change 3359326 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching. (Integrate CL 3261262 from Odin). Change 3359327 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data. (Integrate CL 3231908 from Odin) Change 3359328 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace. (Integrate CL 3259985 from Odin) Change 3359329 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false. (Integrate CL 3260001 from Odin) Change 3359330 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes. - Added CharacterMovementComponent::ClearAccumulatedForces() - AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics. - CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces(). - ClearAccumulatedForces() now also clears pending launch velocity. - Exposed ClearAccumulatedForces() to blueprints. - AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick). - ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch. - SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement(). - Inlined ActorComponent::IsActive(). (Integrate CLs 3259933, 3266018 from Odin) Change 3359338 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode. (Integrate CL 3271928 from Odin) Change 3359345 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks. (Integrate CL 3273026 from Odin) Change 3359381 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game". (Integrate CLs 3275415, 3276810 from Odin). Change 3359422 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix build (CollisionProfile included). Change 3359442 on 2017/03/22 by Michael.Noland Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position Change 3359445 on 2017/03/22 by Michael.Noland PR #2989: Improved BP comment nodes (Contributed by projectgheist) #jira UE-36788 #jira UE-39118 Change 3359446 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before. (Integrate CL 3278307 from Odin) Change 3359494 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation(). (Integrated CL 3280775 from Odin). Change 3359506 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone). (Integrate CL 3287026 from Odin). Change 3359514 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects. (Integrate CL 3293322 from Odin) Change 3359553 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice. (Integrate CL 3299098 from Odin). Change 3359554 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call. (Integrate CL 3296254 from Odin). Change 3359555 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation. (Integrate CL 3295744 from Odin) Change 3359561 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found. (Integrate CL 3299111 from Odin) Change 3359573 on 2017/03/22 by dan.reynolds Added BP log to the Passive Mix Modifier test platform BP Change 3359593 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds). (Integrate CL 3299118 from Odin) Change 3359595 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24. (Integrate CL 3299116 from Odin) Change 3359602 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization. (Integrate CL 3340622 from Odin) Change 3359616 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off. (Integrate CL 3340635 from Odin) Change 3359864 on 2017/03/23 by Mieszko.Zielinski Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4 #jira UE-43120 Change 3360884 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off. (Integrate CL 3310724 from Odin) Change 3361045 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: new cvars to help with optimization: - au.DisableReverbSubmix - au.DisableEQSubmix - au.DisableParallelSourceProcessing - au.SetAudioChannelCount Also checked in some code to cut down on the amount of parameter setting in EQ (Integrate of CL 3303165 in Odin by Aaron.Mcleran) Change 3361172 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: added stat for HRTF. (Integrate CL 3310728 from Odin) Change 3361189 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on. (Integrate CL 3310926 from Odin). Change 3361914 on 2017/03/23 by Aaron.McLeran UE-42649 Fixing crash in cleaning up active sound in sound concurrency -Handling edge case of an active sound not have a sound base ptr, which is possible. Change 3361924 on 2017/03/23 by Aaron.McLeran UE-41378 Fixing passive mix modifier bug Change 3361978 on 2017/03/23 by Aaron.McLeran UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock Change 3361989 on 2017/03/23 by Aaron.McLeran PR #3010: Check for null GEngine on sound processing Change 3362053 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount. (Integrate CL 3311120 from Odin) Change 3362102 on 2017/03/23 by Aaron.McLeran PR #3182: Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel Change 3362153 on 2017/03/23 by Aaron.McLeran UE-43286 Oculus audio plugin not working/available Change 3362162 on 2017/03/23 by Aaron.McLeran UE-42252 Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener Change 3362206 on 2017/03/23 by Aaron.McLeran UE-43287 Fixing HRTF spatialization in editor viewport - Steam Audio doesn't support multiple audio devices at the moment - Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device Change 3362775 on 2017/03/24 by mason.seay Replaced deprecated node Change 3363024 on 2017/03/24 by Ben.Zeigler Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error Change 3363030 on 2017/03/24 by Zak.Middleton #ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate. Change 3363036 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update. (Integrate CL 3311158 from Odin) Change 3363541 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap(). (Integrate CL 3311169 from Odin) Change 3363642 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers". - Removed function call overhead to updating channel map. 64,000 function calls... - Simplified FSourceParam::Update() to reduce branching and have 1 return site. - Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly. (Integrate CL 3311235 from Odin) Change 3364441 on 2017/03/24 by Ben.Zeigler Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available. This fixes issue where iterative cooking would fail on plugin config files Add FindConfigFileWithBaseName to GConfig Change 3364652 on 2017/03/25 by Phillip.Kavan #jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations. Change summary: - Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change. Change 3365609 on 2017/03/27 by Richard.Hinckley #jira UEDOC-4720 Fixed global enums being dropped from documentation after being extracted by Doxygen. Change 3365737 on 2017/03/27 by Marc.Audy Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function. Change 3365795 on 2017/03/27 by Marc.Audy Fix compile error Change 3365894 on 2017/03/27 by Phillip.Kavan #jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph. Change summary: - Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context. Change 3366067 on 2017/03/27 by Marc.Audy Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred. #jira UE-40228 Change 3366097 on 2017/03/27 by Marc.Audy Fixed missed deprecation disable pairing for PostLadMap Change 3366170 on 2017/03/27 by Aaron.McLeran Fixing div by zero Change 3366221 on 2017/03/27 by Aaron.McLeran UE-43240 Removing dependency on component visualizers in runtime Phonon module. Change 3366698 on 2017/03/27 by Marc.Audy Fix Orion compile errors Change 3366782 on 2017/03/27 by Aaron.McLeran Bringing over optimizations from Odin to Dev-framework. Original CL 3311435 Change 3366818 on 2017/03/27 by Aaron.McLeran Bringing fix from Odin to Dev-Framework from CL 3304533 Fix for rare condition that stomps memory during source recycling. Change 3366984 on 2017/03/27 by Michael.Noland Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user. #jira UE-41638 Change 3367085 on 2017/03/27 by Brent.Pease - Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up. - Added time critical thread priority so that audio processing is not starved which would produce clicks and popping - Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android) Change 3367434 on 2017/03/28 by Marc.Audy Fix UT compile error Change 3368587 on 2017/03/28 by Mike.Beach Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin). Change 3368724 on 2017/03/28 by Zak.Middleton #ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387). #jira UE-41613, UE-28610 Change 3368748 on 2017/03/28 by Dan.Oconnor Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references Change 3368852 on 2017/03/28 by Mike.Beach Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header. Change 3368873 on 2017/03/28 by Dan.Oconnor Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences. Change 3368998 on 2017/03/28 by Dan.Oconnor Setting CLASS_Interface early in the compilation process Change 3369494 on 2017/03/29 by Marc.Audy Fix UAT compile error Change 3369924 on 2017/03/29 by Zak.Middleton #ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates. #jira UE-36973 Change 3369932 on 2017/03/29 by Ben.Zeigler #jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once. Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time Change 3370028 on 2017/03/29 by Ben.Zeigler CIS fix Change 3370360 on 2017/03/29 by Mike.Beach Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists). Change 3370363 on 2017/03/29 by Ben.Zeigler Fix issue where loading out of date editor asset registry cache would throw pointless errors Change 3370414 on 2017/03/29 by Marc.Audy Remove autos Change 3370428 on 2017/03/29 by Ben.Zeigler Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators Change 3370453 on 2017/03/29 by Marc.Audy CIS fix Change 3370548 on 2017/03/29 by Marc.Audy #rn Fix issues with seamless travel in PIE and shared sub levels between different parents. Change 3370564 on 2017/03/29 by Mieszko.Zielinski PR #3429: fix comment typo (Contributed by kayama-shift) Change 3370602 on 2017/03/29 by Mieszko.Zielinski Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4 Change 3370615 on 2017/03/29 by Phillip.Kavan #jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable. Change summary: - Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable). Change 3370693 on 2017/03/29 by Michael.Noland Fixing some bad indentation #rnx Change 3370740 on 2017/03/29 by Ben.Zeigler DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers Change 3370792 on 2017/03/29 by Michael.Noland Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE Change 3370794 on 2017/03/29 by Michael.Noland PR #3190: Reduce some output logging - Reduced an Oculus log from Log to Verbose because it spams quite a bit - Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered - Treat UInputComponent::GetAxisValue(None) as not a warning - Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer #jira UE-41446 Change 3370831 on 2017/03/29 by Dan.Oconnor Iteration on compilation manager - Fix Skeleton class compilation order - Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded - Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly Change 3370923 on 2017/03/29 by Michael.Noland Blueprints: Added an icon to indicate whether or not a macro contains latent actions - Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed - This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified Change 3371039 on 2017/03/29 by Dan.Oconnor Hacky fix for dropping return params when a function's return node is culled Change 3371750 on 2017/03/30 by Richard.Hinckley Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks. Change 3372513 on 2017/03/30 by Ben.Zeigler #jira UE-43475 Fix cooker issues with string asset references to null packages. Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references. Change 3372565 on 2017/03/30 by Richard.Hinckley Rolling back stencil change, will be moved to Dev-Rendering. Change 3372764 on 2017/03/30 by Marc.Audy Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists. #jira UE-43328 #rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint. Change 3372847 on 2017/03/30 by Marc.Audy Fix missing include Change 3372994 on 2017/03/30 by Zak.Middleton #ue4 - Fix build in Debug (checkSlow using incorrect function params). 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 3373320 on 2017/03/30 by mason.seay Basic for TM-Gameplay map (WIP) Change 3373448 on 2017/03/30 by Ben.Zeigler Fix recursive size display in audit window Improve asset manager comments Change 3373576 on 2017/03/30 by dan.reynolds AEOverview Update: Updated Passive Mix Modifier Test based on recent changes in behavior Also added Initial Delay Time timer to test Change 3373589 on 2017/03/30 by dan.reynolds AEOverview Passive Mix Mod Test Map update Change 3373624 on 2017/03/30 by Zak.Middleton #ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component. #jira UE-40420 Change 3374271 on 2017/03/31 by Marc.Audy Fix deprecation warning in new UT code Change 3374320 on 2017/03/31 by Marc.Audy Fix HTML5 compile. Change 3374413 on 2017/03/31 by Jeff.Farris Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it. (Copied CL 3276454 from Robo Recall to Dev-Framework) Change 3374414 on 2017/03/31 by Jeff.Farris Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange (Copied CL 3267903 from RoboRecall to Dev-Framework) Change 3374616 on 2017/03/31 by Ben.Zeigler Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this Change 3374664 on 2017/03/31 by Jeff.Farris Consted AIController::GetBrainComponent() (Copied 3239101 from Robo Recall to Dev-Framework) Change 3374665 on 2017/03/31 by Jeff.Farris PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components. (Coped CL 3242355 from Robo Recall to Dev-Framework) Change 3374779 on 2017/03/31 by Jeff.Farris Exposed SetAllPhysicsAngularVelocity to blueprints (Copied CL 3228390 from Robo Recall to Dev-Framework) Change 3374792 on 2017/03/31 by Ben.Zeigler #jira UE-42618 PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl) Change 3374844 on 2017/03/31 by Ben.Zeigler #jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles Change 3374925 on 2017/03/31 by Marc.Audy Don't throw warning about missing world context for inactive worlds. #jira UE-42679 Change 3374927 on 2017/03/31 by Michael.Noland Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects Change 3374995 on 2017/03/31 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components. Change 3375005 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include #rnx Change 3375015 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include (for real) #rnx Change 3375045 on 2017/03/31 by Marc.Audy Only calculate the streaming levels prefix during seamless travel if it is a PIE world #jira UE-43485 Change 3375053 on 2017/03/31 by Ben.Zeigler #jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen Change 3375057 on 2017/03/31 by Ben.Zeigler #jira UE-39226 Don't add to DrawDebug list for player controllers with no local player Change 3375121 on 2017/03/31 by Michael.Noland Added missing include for FScopedTransaction #rnx Change 3375222 on 2017/03/31 by mason.seay Submitting work done to TM-Gameplay. Still WIP Change 3375308 on 2017/03/31 by Michael.Noland Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor. May consider allowing opt-in behavior when we revisit Blutilities Change 3375321 on 2017/03/31 by Ben.Zeigler #jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event Change 3375372 on 2017/03/31 by Ben.Zeigler #jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set Change 3375380 on 2017/03/31 by Marc.Audy Modify IsMainAudioDevice to deal with the case where no audio device has been created. Change 3375402 on 2017/03/31 by Marc.Audy Fix DuplicateWorldForPIE in the case that the OwningWorld is null. Change 3376037 on 2017/04/02 by Phillip.Kavan #jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh. Change summary: - Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins. - Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins. - Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set. - Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins. - Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types. Change 3376364 on 2017/04/03 by Richard.Hinckley UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count. Change 3376366 on 2017/04/03 by Richard.Hinckley UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right. Change 3376517 on 2017/04/03 by Marc.Audy PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514) #jira UE-41499 Change 3376708 on 2017/04/03 by Mike.Beach Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes. Summary of changes: - nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets - corresponding manifest files get saved inside the module and named to match the platform - nativized modules now whitelisted only for the platform they were generated for - cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames) - extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places). Change 3376826 on 2017/04/03 by Phillip.Kavan #jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node. Change summary: - Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation). - Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it. - Switched 'NULL' to 'nullptr' in a few spots. Change 3376831 on 2017/04/03 by Ben.Zeigler #jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package Change 3376846 on 2017/04/03 by Ben.Zeigler #jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node Change 3376850 on 2017/04/03 by Dan.Oconnor Use authoritative class to mitigate compilation order issues Change 3376961 on 2017/04/03 by Ben.Zeigler #jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes Fix Box2d variable name in NoExportTypes Change 3376985 on 2017/04/03 by Ben.Zeigler #jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead Change 3377009 on 2017/04/03 by Ben.Zeigler #jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them Change 3377054 on 2017/04/03 by Zak.Middleton #ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta. #jira UE-40344 #udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html Change 3377061 on 2017/04/03 by Dan.Oconnor Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating. Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables. Change 3377073 on 2017/04/03 by Mike.Beach CIS fix - proper initialization ordering. Change 3377371 on 2017/04/03 by Ben.Zeigler #jira UE-43144 Disallow creating map of FText, like bool it is not hashable Change 3377395 on 2017/04/03 by Dan.Oconnor Build fix - make order in source match initialization order in artifact Change 3377417 on 2017/04/03 by Dan.Oconnor Speculative SA fix Change 3377496 on 2017/04/03 by Aaron.McLeran #jira UE-43558 Cleaning up shutdown code with audio plugins. Change 3377608 on 2017/04/03 by Zak.Middleton #ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games. #jira UE-38966 Change 3377880 on 2017/04/03 by Aaron.McLeran Audio bug fixes #jira UE-43600 Fixing sounds played by playsoundatlocation for audio volume calculations #jira UE-43601 Fixing listener volume interpolation #jida UE-43602 Fixing reverb/eq interpolation Change 3377908 on 2017/04/03 by Phillip.Kavan #jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link. Change summary: - Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType() - Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links. Change 3377912 on 2017/04/03 by Dan.Oconnor Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath Change 3377946 on 2017/04/03 by Ben.Zeigler #jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset Lower some error verbosity now that I believe I have tracked down the issue Change 3377950 on 2017/04/03 by Michael.Noland Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history (May still not work correctly, but it won't crash; full fix covered by UE-43603) #jira UE-22428 Change 3377981 on 2017/04/03 by Michael.Noland PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist) #jira UE-43291 #jira UE-43005 Change 3378039 on 2017/04/04 by Michael.Noland PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already) Change 3378041 on 2017/04/04 by Michael.Noland Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent Change 3378081 on 2017/04/04 by Dan.Oconnor Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation 3x because of copy/paste Change 3378094 on 2017/04/04 by Dan.Oconnor Add missing preload call for compilation manager Change 3378917 on 2017/04/04 by Marc.Audy Fix static analysis (which is very dumb) Change 3378986 on 2017/04/04 by Dan.Oconnor Fix bad merge Change 3379100 on 2017/04/04 by Dan.Oconnor Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path #jira UE-43629 Change 3379102 on 2017/04/04 by Ben.Zeigler Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over Change 3379147 on 2017/04/04 by Zak.Middleton #ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed. Change 3379254 on 2017/04/04 by Aaron.McLeran Fixing sounds in audio mixer when no EQ has been set. Change 3379760 on 2017/04/04 by Ben.Zeigler #jira UE-43647 Don't delete failed async packages that are rooted [CL 3380073 by Dan Oconnor in Main branch]
2017-04-04 20:49:52 -04:00
GetBrushComponent()->SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
}
}
void ANavModifierVolume::PostInitProperties()
{
Super::PostInitProperties();
#if WITH_EDITOR
if (GIsEditor && !HasAnyFlags(RF_ClassDefaultObject))
{
OnNavAreaRegisteredDelegateHandle = UNavigationSystemBase::OnNavAreaRegisteredDelegate().AddUObject(this, &ANavModifierVolume::OnNavAreaRegistered);
OnNavAreaUnregisteredDelegateHandle = UNavigationSystemBase::OnNavAreaUnregisteredDelegate().AddUObject(this, &ANavModifierVolume::OnNavAreaUnregistered);
}
#endif // WITH_EDITOR
}
void ANavModifierVolume::BeginDestroy()
{
Super::BeginDestroy();
#if WITH_EDITOR
if (GIsEditor && !HasAnyFlags(RF_ClassDefaultObject))
{
UNavigationSystemBase::OnNavAreaRegisteredDelegate().Remove(OnNavAreaRegisteredDelegateHandle);
UNavigationSystemBase::OnNavAreaUnregisteredDelegate().Remove(OnNavAreaUnregisteredDelegateHandle);
}
#endif // WITH_EDITOR
}
#if WITH_EDITOR
void ANavModifierVolume::PostRegisterAllComponents()
{
Super::PostRegisterAllComponents();
if (RootComponent)
{
RootComponent->TransformUpdated.AddLambda([this](USceneComponent*, EUpdateTransformFlags, ETeleportType)
{
FNavigationSystem::UpdateActorData(*this);
});
}
}
void ANavModifierVolume::PostUnregisterAllComponents()
{
if (RootComponent)
{
RootComponent->TransformUpdated.RemoveAll(this);
}
Super::PostUnregisterAllComponents();
}
// This function is only called if GIsEditor == true
void ANavModifierVolume::OnNavAreaRegistered(const UWorld& World, const UClass* NavAreaClass)
{
UE::Navigation::ModVolume::Private::OnNavAreaRegistrationChanged(*this, World, NavAreaClass);
}
// This function is only called if GIsEditor == true
void ANavModifierVolume::OnNavAreaUnregistered(const UWorld& World, const UClass* NavAreaClass)
{
UE::Navigation::ModVolume::Private::OnNavAreaRegistrationChanged(*this, World, NavAreaClass);
}
#endif // WITH_EDITOR
void ANavModifierVolume::GetNavigationData(FNavigationRelevantData& Data) const
{
if (Brush && AreaClass)
{
// No need to create modifiers if the AreaClass we want to set is the default one unless we want to replace a NavArea to default.
if (AreaClass != FNavigationSystem::GetDefaultWalkableArea() || AreaClassToReplace)
{
Data.Modifiers.CreateAreaModifiers(GetBrushComponent(), AreaClass, AreaClassToReplace);
}
}
if (GetBrushComponent()->Brush != nullptr)
{
if (bMaskFillCollisionUnderneathForNavmesh)
{
const FBox& Box = GetBrushComponent()->Brush->Bounds.GetBox();
FAreaNavModifier AreaMod(Box, GetBrushComponent()->GetComponentTransform(), AreaClass);
if (AreaClassToReplace)
{
AreaMod.SetAreaClassToReplace(AreaClassToReplace);
AreaMod.SetApplyMode(ENavigationAreaMode::Replace);
}
Data.Modifiers.SetMaskFillCollisionUnderneathForNavmesh(true);
Data.Modifiers.Add(AreaMod);
}
if (NavMeshResolution != ENavigationDataResolution::Invalid)
{
Data.Modifiers.SetNavMeshResolution(NavMeshResolution);
}
}
}
FBox ANavModifierVolume::GetNavigationBounds() const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3380068) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3358702 on 2017/03/22 by Marc.Audy Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor #jira UE-42679 Change 3358737 on 2017/03/22 by Mieszko.Zielinski Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4 Change 3359062 on 2017/03/22 by Michael.Noland Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package) #jira UE-30748 Change 3359066 on 2017/03/22 by Michael.Noland PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl) #jira UE-42620 Change 3359069 on 2017/03/22 by Michael.Noland PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna) #jira UE-42250 Change 3359108 on 2017/03/22 by Michael.Noland Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer) #jira UE-36232 Change 3359235 on 2017/03/22 by Marc.Audy Expose bShouldPerformFullTickWhenPaused to blueprints and details panel #jira UE-17286 Change 3359324 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance. (Integrate CL 3249525 from Odin). Change 3359326 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching. (Integrate CL 3261262 from Odin). Change 3359327 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data. (Integrate CL 3231908 from Odin) Change 3359328 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace. (Integrate CL 3259985 from Odin) Change 3359329 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false. (Integrate CL 3260001 from Odin) Change 3359330 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes. - Added CharacterMovementComponent::ClearAccumulatedForces() - AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics. - CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces(). - ClearAccumulatedForces() now also clears pending launch velocity. - Exposed ClearAccumulatedForces() to blueprints. - AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick). - ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch. - SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement(). - Inlined ActorComponent::IsActive(). (Integrate CLs 3259933, 3266018 from Odin) Change 3359338 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode. (Integrate CL 3271928 from Odin) Change 3359345 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks. (Integrate CL 3273026 from Odin) Change 3359381 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game". (Integrate CLs 3275415, 3276810 from Odin). Change 3359422 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Fix build (CollisionProfile included). Change 3359442 on 2017/03/22 by Michael.Noland Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position Change 3359445 on 2017/03/22 by Michael.Noland PR #2989: Improved BP comment nodes (Contributed by projectgheist) #jira UE-36788 #jira UE-39118 Change 3359446 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before. (Integrate CL 3278307 from Odin) Change 3359494 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation(). (Integrated CL 3280775 from Odin). Change 3359506 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone). (Integrate CL 3287026 from Odin). Change 3359514 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects. (Integrate CL 3293322 from Odin) Change 3359553 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice. (Integrate CL 3299098 from Odin). Change 3359554 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call. (Integrate CL 3296254 from Odin). Change 3359555 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation. (Integrate CL 3295744 from Odin) Change 3359561 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found. (Integrate CL 3299111 from Odin) Change 3359573 on 2017/03/22 by dan.reynolds Added BP log to the Passive Mix Modifier test platform BP Change 3359593 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds). (Integrate CL 3299118 from Odin) Change 3359595 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24. (Integrate CL 3299116 from Odin) Change 3359602 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization. (Integrate CL 3340622 from Odin) Change 3359616 on 2017/03/22 by Zak.Middleton #ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off. (Integrate CL 3340635 from Odin) Change 3359864 on 2017/03/23 by Mieszko.Zielinski Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4 #jira UE-43120 Change 3360884 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off. (Integrate CL 3310724 from Odin) Change 3361045 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: new cvars to help with optimization: - au.DisableReverbSubmix - au.DisableEQSubmix - au.DisableParallelSourceProcessing - au.SetAudioChannelCount Also checked in some code to cut down on the amount of parameter setting in EQ (Integrate of CL 3303165 in Odin by Aaron.Mcleran) Change 3361172 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: added stat for HRTF. (Integrate CL 3310728 from Odin) Change 3361189 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on. (Integrate CL 3310926 from Odin). Change 3361914 on 2017/03/23 by Aaron.McLeran UE-42649 Fixing crash in cleaning up active sound in sound concurrency -Handling edge case of an active sound not have a sound base ptr, which is possible. Change 3361924 on 2017/03/23 by Aaron.McLeran UE-41378 Fixing passive mix modifier bug Change 3361978 on 2017/03/23 by Aaron.McLeran UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock Change 3361989 on 2017/03/23 by Aaron.McLeran PR #3010: Check for null GEngine on sound processing Change 3362053 on 2017/03/23 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount. (Integrate CL 3311120 from Odin) Change 3362102 on 2017/03/23 by Aaron.McLeran PR #3182: Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel Change 3362153 on 2017/03/23 by Aaron.McLeran UE-43286 Oculus audio plugin not working/available Change 3362162 on 2017/03/23 by Aaron.McLeran UE-42252 Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener Change 3362206 on 2017/03/23 by Aaron.McLeran UE-43287 Fixing HRTF spatialization in editor viewport - Steam Audio doesn't support multiple audio devices at the moment - Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device Change 3362775 on 2017/03/24 by mason.seay Replaced deprecated node Change 3363024 on 2017/03/24 by Ben.Zeigler Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error Change 3363030 on 2017/03/24 by Zak.Middleton #ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate. Change 3363036 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update. (Integrate CL 3311158 from Odin) Change 3363541 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap(). (Integrate CL 3311169 from Odin) Change 3363642 on 2017/03/24 by Zak.Middleton #ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers". - Removed function call overhead to updating channel map. 64,000 function calls... - Simplified FSourceParam::Update() to reduce branching and have 1 return site. - Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly. (Integrate CL 3311235 from Odin) Change 3364441 on 2017/03/24 by Ben.Zeigler Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available. This fixes issue where iterative cooking would fail on plugin config files Add FindConfigFileWithBaseName to GConfig Change 3364652 on 2017/03/25 by Phillip.Kavan #jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations. Change summary: - Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change. Change 3365609 on 2017/03/27 by Richard.Hinckley #jira UEDOC-4720 Fixed global enums being dropped from documentation after being extracted by Doxygen. Change 3365737 on 2017/03/27 by Marc.Audy Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function. Change 3365795 on 2017/03/27 by Marc.Audy Fix compile error Change 3365894 on 2017/03/27 by Phillip.Kavan #jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph. Change summary: - Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context. Change 3366067 on 2017/03/27 by Marc.Audy Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred. #jira UE-40228 Change 3366097 on 2017/03/27 by Marc.Audy Fixed missed deprecation disable pairing for PostLadMap Change 3366170 on 2017/03/27 by Aaron.McLeran Fixing div by zero Change 3366221 on 2017/03/27 by Aaron.McLeran UE-43240 Removing dependency on component visualizers in runtime Phonon module. Change 3366698 on 2017/03/27 by Marc.Audy Fix Orion compile errors Change 3366782 on 2017/03/27 by Aaron.McLeran Bringing over optimizations from Odin to Dev-framework. Original CL 3311435 Change 3366818 on 2017/03/27 by Aaron.McLeran Bringing fix from Odin to Dev-Framework from CL 3304533 Fix for rare condition that stomps memory during source recycling. Change 3366984 on 2017/03/27 by Michael.Noland Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user. #jira UE-41638 Change 3367085 on 2017/03/27 by Brent.Pease - Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up. - Added time critical thread priority so that audio processing is not starved which would produce clicks and popping - Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android) Change 3367434 on 2017/03/28 by Marc.Audy Fix UT compile error Change 3368587 on 2017/03/28 by Mike.Beach Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin). Change 3368724 on 2017/03/28 by Zak.Middleton #ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387). #jira UE-41613, UE-28610 Change 3368748 on 2017/03/28 by Dan.Oconnor Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references Change 3368852 on 2017/03/28 by Mike.Beach Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header. Change 3368873 on 2017/03/28 by Dan.Oconnor Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences. Change 3368998 on 2017/03/28 by Dan.Oconnor Setting CLASS_Interface early in the compilation process Change 3369494 on 2017/03/29 by Marc.Audy Fix UAT compile error Change 3369924 on 2017/03/29 by Zak.Middleton #ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates. #jira UE-36973 Change 3369932 on 2017/03/29 by Ben.Zeigler #jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once. Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time Change 3370028 on 2017/03/29 by Ben.Zeigler CIS fix Change 3370360 on 2017/03/29 by Mike.Beach Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists). Change 3370363 on 2017/03/29 by Ben.Zeigler Fix issue where loading out of date editor asset registry cache would throw pointless errors Change 3370414 on 2017/03/29 by Marc.Audy Remove autos Change 3370428 on 2017/03/29 by Ben.Zeigler Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators Change 3370453 on 2017/03/29 by Marc.Audy CIS fix Change 3370548 on 2017/03/29 by Marc.Audy #rn Fix issues with seamless travel in PIE and shared sub levels between different parents. Change 3370564 on 2017/03/29 by Mieszko.Zielinski PR #3429: fix comment typo (Contributed by kayama-shift) Change 3370602 on 2017/03/29 by Mieszko.Zielinski Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4 Change 3370615 on 2017/03/29 by Phillip.Kavan #jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable. Change summary: - Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable). Change 3370693 on 2017/03/29 by Michael.Noland Fixing some bad indentation #rnx Change 3370740 on 2017/03/29 by Ben.Zeigler DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers Change 3370792 on 2017/03/29 by Michael.Noland Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE Change 3370794 on 2017/03/29 by Michael.Noland PR #3190: Reduce some output logging - Reduced an Oculus log from Log to Verbose because it spams quite a bit - Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered - Treat UInputComponent::GetAxisValue(None) as not a warning - Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer #jira UE-41446 Change 3370831 on 2017/03/29 by Dan.Oconnor Iteration on compilation manager - Fix Skeleton class compilation order - Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded - Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly Change 3370923 on 2017/03/29 by Michael.Noland Blueprints: Added an icon to indicate whether or not a macro contains latent actions - Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed - This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified Change 3371039 on 2017/03/29 by Dan.Oconnor Hacky fix for dropping return params when a function's return node is culled Change 3371750 on 2017/03/30 by Richard.Hinckley Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks. Change 3372513 on 2017/03/30 by Ben.Zeigler #jira UE-43475 Fix cooker issues with string asset references to null packages. Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references. Change 3372565 on 2017/03/30 by Richard.Hinckley Rolling back stencil change, will be moved to Dev-Rendering. Change 3372764 on 2017/03/30 by Marc.Audy Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists. #jira UE-43328 #rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint. Change 3372847 on 2017/03/30 by Marc.Audy Fix missing include Change 3372994 on 2017/03/30 by Zak.Middleton #ue4 - Fix build in Debug (checkSlow using incorrect function params). 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 3373320 on 2017/03/30 by mason.seay Basic for TM-Gameplay map (WIP) Change 3373448 on 2017/03/30 by Ben.Zeigler Fix recursive size display in audit window Improve asset manager comments Change 3373576 on 2017/03/30 by dan.reynolds AEOverview Update: Updated Passive Mix Modifier Test based on recent changes in behavior Also added Initial Delay Time timer to test Change 3373589 on 2017/03/30 by dan.reynolds AEOverview Passive Mix Mod Test Map update Change 3373624 on 2017/03/30 by Zak.Middleton #ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component. #jira UE-40420 Change 3374271 on 2017/03/31 by Marc.Audy Fix deprecation warning in new UT code Change 3374320 on 2017/03/31 by Marc.Audy Fix HTML5 compile. Change 3374413 on 2017/03/31 by Jeff.Farris Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it. (Copied CL 3276454 from Robo Recall to Dev-Framework) Change 3374414 on 2017/03/31 by Jeff.Farris Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange (Copied CL 3267903 from RoboRecall to Dev-Framework) Change 3374616 on 2017/03/31 by Ben.Zeigler Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this Change 3374664 on 2017/03/31 by Jeff.Farris Consted AIController::GetBrainComponent() (Copied 3239101 from Robo Recall to Dev-Framework) Change 3374665 on 2017/03/31 by Jeff.Farris PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components. (Coped CL 3242355 from Robo Recall to Dev-Framework) Change 3374779 on 2017/03/31 by Jeff.Farris Exposed SetAllPhysicsAngularVelocity to blueprints (Copied CL 3228390 from Robo Recall to Dev-Framework) Change 3374792 on 2017/03/31 by Ben.Zeigler #jira UE-42618 PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl) Change 3374844 on 2017/03/31 by Ben.Zeigler #jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles Change 3374925 on 2017/03/31 by Marc.Audy Don't throw warning about missing world context for inactive worlds. #jira UE-42679 Change 3374927 on 2017/03/31 by Michael.Noland Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects Change 3374995 on 2017/03/31 by Michael.Noland Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor: - CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass - CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor)) - Now shows each function as a separate button, placed in the category associated with the function - The button strip entry is now searchable by function name or tooltip - Prevented operating on functions that have parameters or return values, which would crash before - Removed the duplicate copies of properties placed in the Blutility section - Added a scoped transaction around CallInEditor execution - Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...) Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components. Change 3375005 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include #rnx Change 3375015 on 2017/03/31 by Michael.Noland Fixing incremental compilation error due to missing include (for real) #rnx Change 3375045 on 2017/03/31 by Marc.Audy Only calculate the streaming levels prefix during seamless travel if it is a PIE world #jira UE-43485 Change 3375053 on 2017/03/31 by Ben.Zeigler #jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen Change 3375057 on 2017/03/31 by Ben.Zeigler #jira UE-39226 Don't add to DrawDebug list for player controllers with no local player Change 3375121 on 2017/03/31 by Michael.Noland Added missing include for FScopedTransaction #rnx Change 3375222 on 2017/03/31 by mason.seay Submitting work done to TM-Gameplay. Still WIP Change 3375308 on 2017/03/31 by Michael.Noland Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor. May consider allowing opt-in behavior when we revisit Blutilities Change 3375321 on 2017/03/31 by Ben.Zeigler #jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event Change 3375372 on 2017/03/31 by Ben.Zeigler #jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set Change 3375380 on 2017/03/31 by Marc.Audy Modify IsMainAudioDevice to deal with the case where no audio device has been created. Change 3375402 on 2017/03/31 by Marc.Audy Fix DuplicateWorldForPIE in the case that the OwningWorld is null. Change 3376037 on 2017/04/02 by Phillip.Kavan #jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh. Change summary: - Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins. - Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins. - Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set. - Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins. - Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types. Change 3376364 on 2017/04/03 by Richard.Hinckley UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count. Change 3376366 on 2017/04/03 by Richard.Hinckley UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right. Change 3376517 on 2017/04/03 by Marc.Audy PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514) #jira UE-41499 Change 3376708 on 2017/04/03 by Mike.Beach Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes. Summary of changes: - nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets - corresponding manifest files get saved inside the module and named to match the platform - nativized modules now whitelisted only for the platform they were generated for - cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames) - extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places). Change 3376826 on 2017/04/03 by Phillip.Kavan #jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node. Change summary: - Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation). - Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it. - Switched 'NULL' to 'nullptr' in a few spots. Change 3376831 on 2017/04/03 by Ben.Zeigler #jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package Change 3376846 on 2017/04/03 by Ben.Zeigler #jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node Change 3376850 on 2017/04/03 by Dan.Oconnor Use authoritative class to mitigate compilation order issues Change 3376961 on 2017/04/03 by Ben.Zeigler #jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes Fix Box2d variable name in NoExportTypes Change 3376985 on 2017/04/03 by Ben.Zeigler #jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead Change 3377009 on 2017/04/03 by Ben.Zeigler #jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them Change 3377054 on 2017/04/03 by Zak.Middleton #ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta. #jira UE-40344 #udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html Change 3377061 on 2017/04/03 by Dan.Oconnor Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating. Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables. Change 3377073 on 2017/04/03 by Mike.Beach CIS fix - proper initialization ordering. Change 3377371 on 2017/04/03 by Ben.Zeigler #jira UE-43144 Disallow creating map of FText, like bool it is not hashable Change 3377395 on 2017/04/03 by Dan.Oconnor Build fix - make order in source match initialization order in artifact Change 3377417 on 2017/04/03 by Dan.Oconnor Speculative SA fix Change 3377496 on 2017/04/03 by Aaron.McLeran #jira UE-43558 Cleaning up shutdown code with audio plugins. Change 3377608 on 2017/04/03 by Zak.Middleton #ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games. #jira UE-38966 Change 3377880 on 2017/04/03 by Aaron.McLeran Audio bug fixes #jira UE-43600 Fixing sounds played by playsoundatlocation for audio volume calculations #jira UE-43601 Fixing listener volume interpolation #jida UE-43602 Fixing reverb/eq interpolation Change 3377908 on 2017/04/03 by Phillip.Kavan #jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link. Change summary: - Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType() - Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links. Change 3377912 on 2017/04/03 by Dan.Oconnor Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath Change 3377946 on 2017/04/03 by Ben.Zeigler #jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset Lower some error verbosity now that I believe I have tracked down the issue Change 3377950 on 2017/04/03 by Michael.Noland Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history (May still not work correctly, but it won't crash; full fix covered by UE-43603) #jira UE-22428 Change 3377981 on 2017/04/03 by Michael.Noland PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist) #jira UE-43291 #jira UE-43005 Change 3378039 on 2017/04/04 by Michael.Noland PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already) Change 3378041 on 2017/04/04 by Michael.Noland Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent Change 3378081 on 2017/04/04 by Dan.Oconnor Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation 3x because of copy/paste Change 3378094 on 2017/04/04 by Dan.Oconnor Add missing preload call for compilation manager Change 3378917 on 2017/04/04 by Marc.Audy Fix static analysis (which is very dumb) Change 3378986 on 2017/04/04 by Dan.Oconnor Fix bad merge Change 3379100 on 2017/04/04 by Dan.Oconnor Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path #jira UE-43629 Change 3379102 on 2017/04/04 by Ben.Zeigler Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over Change 3379147 on 2017/04/04 by Zak.Middleton #ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed. Change 3379254 on 2017/04/04 by Aaron.McLeran Fixing sounds in audio mixer when no EQ has been set. Change 3379760 on 2017/04/04 by Ben.Zeigler #jira UE-43647 Don't delete failed async packages that are rooted [CL 3380073 by Dan Oconnor in Main branch]
2017-04-04 20:49:52 -04:00
return GetComponentsBoundingBox(/*bNonColliding=*/ true);
}
void ANavModifierVolume::SetAreaClass(TSubclassOf<UNavArea> NewAreaClass)
{
if (NewAreaClass != AreaClass)
{
AreaClass = NewAreaClass;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517) #rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change 3830579 by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change 3880198 by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change 3885254 by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change 3897655 by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
FNavigationSystem::UpdateActorData(*this);
}
}
void ANavModifierVolume::SetAreaClassToReplace(TSubclassOf<UNavArea> NewAreaClassToReplace)
{
if (NewAreaClassToReplace != AreaClassToReplace)
{
AreaClassToReplace = NewAreaClassToReplace;
FNavigationSystem::UpdateActorData(*this);
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
void ANavModifierVolume::RebuildNavigationData()
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517) #rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change 3830579 by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change 3880198 by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change 3885254 by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change 3897655 by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
FNavigationSystem::UpdateActorData(*this);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
}
#if WITH_EDITOR
void ANavModifierVolume::PostEditUndo()
{
Super::PostEditUndo();
if (GetBrushComponent())
{
GetBrushComponent()->BuildSimpleBrushCollision();
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517) #rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change 3830579 by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change 3880198 by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change 3885254 by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change 3897655 by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
FNavigationSystem::UpdateActorData(*this);
}
void ANavModifierVolume::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
static const FName NAME_AreaClass = GET_MEMBER_NAME_CHECKED(ANavModifierVolume, AreaClass);
static const FName NAME_AreaClassToReplace = GET_MEMBER_NAME_CHECKED(ANavModifierVolume, AreaClassToReplace);
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
static const FName NAME_BrushComponent = TEXT("BrushComponent");
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::PostEditChangeProperty(PropertyChangedEvent);
const FName PropName = PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None;
if (PropName == NAME_AreaClass || PropName == NAME_AreaClassToReplace)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517) #rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change 3830579 by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change 3880198 by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change 3885254 by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change 3897655 by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
FNavigationSystem::UpdateActorData(*this);
}
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
else if (PropName == NAME_BrushComponent)
{
if (GetBrushComponent())
{
if (GetBrushComponent()->GetBodySetup() && NavigationHelper::IsBodyNavigationRelevant(*GetBrushComponent()->GetBodySetup()))
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517) #rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change 3830579 by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change 3880198 by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change 3885254 by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change 3897655 by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
FNavigationSystem::UpdateActorData(*this);
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
}
else
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517) #rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change 3830579 by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change 3880198 by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change 3885254 by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change 3897655 by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
FNavigationSystem::OnActorUnregistered(*this);
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
}
}
}
}
#endif