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// Copyright Epic Games, Inc. All Rights Reserved.
2014-03-14 14:13:41 -04:00
# pragma once
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 "CoreMinimal.h"
# include "UObject/ObjectMacros.h"
# include "UObject/Object.h"
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# include "ProjectPackagingSettings.generated.h"
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struct FTargetInfo ;
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/**
* Enumerates the available build configurations for project packaging .
*/
UENUM ( )
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enum class EProjectPackagingBuildConfigurations : uint8
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{
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/** Debug configuration. */
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PPBC_Debug UMETA ( DisplayName = " Debug " ) ,
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/** DebugGame configuration. */
PPBC_DebugGame UMETA ( DisplayName = " DebugGame " ) ,
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/** Development configuration. */
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PPBC_Development UMETA ( DisplayName = " Development " ) ,
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/** Test configuration. */
PPBC_Test UMETA ( DisplayName = " Test " ) ,
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/** Shipping configuration. */
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
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PPBC_Shipping UMETA ( DisplayName = " Shipping " ) ,
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/** Number of entries in the enum. */
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PPBC_MAX UMETA ( Hidden )
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} ;
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/**
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
* Enumerates the available internationalization data presets for project packaging .
2014-10-27 19:33:51 -04:00
*/
UENUM ( )
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3125172)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3053250 on 2016/07/18 by Steve.Robb
TNot metafunction added.
Change 3053252 on 2016/07/18 by Steve.Robb
New TIsEnumClass trait.
Change 3061345 on 2016/07/22 by Robert.Manuszewski
Changing FMallocStomp::GetAllocationSize() to return the requested allocation size instead of the physical allocation size to make FMallocStomp work properly with FMallocPoisonProxy
Change 3061377 on 2016/07/22 by Graeme.Thornton
Added bStripAnimationDataOnDedicatedServer option to UAnimationSettings which will remove all compressed data from cooked server data. Disabled by default
Change 3064592 on 2016/07/26 by Steven.Hutton
Uploading repository files
Change 3064595 on 2016/07/26 by Steven.Hutton
Assign crashes to buggs based not just on Callstack but also based on Error message.
Error messages have "data" masked out and are then compared to a table of error messages to find similar messages. Ensures are not currently filtered by error message.
Change 3066046 on 2016/07/27 by Graeme.Thornton
Better dedicated client/server class exclusion during cooking
- Add class lists to cooker settings so they can be modified in the editor
Change 3066077 on 2016/07/27 by Graeme.Thornton
Move Paragon NeedsLoadForServer calls over to the new config based system
Change 3066203 on 2016/07/27 by Chris.Wood
CrashReportProcess logging and Slack reporting improvements to monitor disk space.
[UE-31129] - Crash Report server need to alert on Slack when the PDB cache is full
Change 3066276 on 2016/07/27 by Graeme.Thornton
Move simple NeedsLoadForClient implementations over to new config based system
Change 3068019 on 2016/07/28 by Graeme.Thornton
Don't call ReleaseResources on UStaticMesh if we never render, and therefore never actually initialize the resources
- Corrects some bad stats
Change 3068218 on 2016/07/28 by Chris.Wood
CrashReportProcess 1.1.18 passes BuildVersion to MinidumpDiagnostics
[UE-31706] - Add new BuildVersion string to crash context and website
Also modified command line log file ini settings to stop MDD stalling trying to sort and delete its logs.
Change 3071665 on 2016/08/01 by Robert.Manuszewski
Moving RemoveNamesFromMasterList from UEnum destructor to BeginDestroy to avoid potential issues when its package has already been destroyed.
Change 3073388 on 2016/08/02 by Graeme.Thornton
Invalidate string asset reference tags after finishing up loading of an async package
Change 3073745 on 2016/08/02 by Robert.Manuszewski
Disabling logging to memory in shipping by default. From now on FOutputDeviceMemory will be an opt-in for games.
#jira FORT-27839
Change 3074866 on 2016/08/03 by Robert.Manuszewski
PR #2650: Fixed a bug where newline escape sequence wasnt written to the pipe (Contributed by ozturkhakki)
Change 3075128 on 2016/08/03 by Steve.Robb
Static analysis fixes: error C2065: 'ThisOuterWorld': undeclared identifier
Change 3075130 on 2016/08/03 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'LODLevel'
Change 3075131 on 2016/08/03 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Owner'
Change 3075235 on 2016/08/03 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'AnimToOperateOn'
Change 3075248 on 2016/08/03 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'ParentProfile'
Change 3075662 on 2016/08/03 by Steve.Robb
Static analysis/buffer size fix: warning C28020: The expression '_Param_(7)>=sizeof(ICMP_ECHO_REPLY)+_Param_(4)+8' is not true at this call
Change 3075668 on 2016/08/03 by Steve.Robb
Static analysis fix: warning C6326: Potential comparison of a constant with another constant
Change 3075679 on 2016/08/03 by Chris.Wood
Added -NoTrimCallstack command line arg to MDD calls from CRP 1.1.19
[OR-26335] - 29.1 crash reporter generating reports with no callstacks / info
New MDD has -NoTrimCallstack option to leave possibly irrelevant entires in the stack. Trimming is somewhat arbitrary and based on string matching. I'd rather see the whole thing.
Change 3077070 on 2016/08/04 by Steve.Robb
Dead array slack tracking code removed.
Change 3077113 on 2016/08/04 by Steve.Robb
TEnumAsByte is now deprecated for enum classes.
All current uses fixed (which tidies up that code anyway).
New FArchive::op<< for enum classes.
Generated code now never uses TEnumAsByte for enum classes.
Change 3077117 on 2016/08/04 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'DefaultSettings'
Change 3078709 on 2016/08/05 by Steve.Robb
FUNCTION_NO_NULL_RETURN_* macros added to statically annotate a function to say that it never returns a null pointer.
TObjectIterator annotated to never return null.
NewObject annotated to never return null.
Change 3078836 on 2016/08/05 by Graeme.Thornton
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
Change 3082217 on 2016/08/09 by Steve.Robb
Missing #include for FUniqueNetIdRepl added.
Change 3083679 on 2016/08/10 by Chris.Wood
CrashReportProcess performance improvements. CRP v1.1.22
[UE-34402] - Crash Reporter: Improve CRP performance by allowing multiple MDD instances
[UE-34403] - Crash Reporter: CRP should throw away crashes when backlog is too large to avoid runaway
Passing lock details to MDD on command line and managing multiple MDD tasks in CRP.
Configurable values for range of queue sizes that cause us to throw away crashes.
Change 3085362 on 2016/08/11 by Steve.Robb
Rule-of-three fixes for FAIMessageObserver, to prevent accidents.
From here: https://udn.unrealengine.com/questions/306507/tstaticarray-doesnt-call-destructor-on-elements-be.html
Change 3085396 on 2016/08/11 by Steve.Robb
Swap can now be configured via the TUseBitwiseSwap trait to not use Memswap, which can be less optimal for certain types.
Change 3088840 on 2016/08/15 by Steve.Robb
TRemoveReference moved to its own header.
Change 3088858 on 2016/08/15 by Steve.Robb
TDecay moved to its own header.
Change 3088963 on 2016/08/15 by Steve.Robb
Invoke function, for doing a generic call on a generic callable thing. Equivalent to std::invoke.
Change 3089144 on 2016/08/15 by Steve.Robb
Algo::Transform updated to use Invoke. Algorithm tests updated to test the new features.
Change 3089147 on 2016/08/15 by Steve.Robb
TLess and TGreater moved to their own headers and defaulted to void as a type-deducing version, as per std::.
Change 3090243 on 2016/08/16 by Steve.Robb
New Algo::Sort and Algo::SortBy algorithms.
Change 3090387 on 2016/08/16 by Steve.Robb
Improved bitwise swapping for Swap.
See: https://udn.unrealengine.com/questions/306922/swap-is-painfully-slow.html
Change 3090444 on 2016/08/16 by Steve.Robb
Ptr+Size overloads removed after discussion - MakeArrayView should be used instead.
Change 3090495 on 2016/08/16 by Steve.Robb
Assert when FString::Mid is passed a negative count.
#jira UE-18756
Change 3093455 on 2016/08/18 by Steve.Robb
Debuggability and efficiency improvements to UScriptStruct::DeferCppStructOps.
Change 3094476 on 2016/08/19 by Steve.Robb
BOM removed from InvariantCulture.h.
Change 3094697 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6237: (<zero> && <expression>) is always zero. <expression> is never evaluated and might have side effects.
Change 3094702 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Interactor'.
Change 3094715 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6385: Reading invalid data from 'Order': the readable size is '256' bytes, but '8160' bytes may be read.
Change 3094737 on 2016/08/19 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'OwnedComponent'.
warning C28182: Dereferencing NULL pointer. 'Child' contains the same NULL value as 'AttachToComponent' did.
Change 3094750 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Actor'.
Change 3094768 on 2016/08/19 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'LevelSequence'.
warning C6011: Dereferencing NULL pointer 'Actor'.
Change 3094774 on 2016/08/19 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'CallFunctionNode'.
Change 3094783 on 2016/08/19 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'TargetPin'.
Change 3094807 on 2016/08/19 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SourceClass'.
Change 3094815 on 2016/08/19 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'VarNode'.
warning C6011: Dereferencing NULL pointer 'SourceClass'.
Change 3094840 on 2016/08/19 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'TunnelGraph'.
warning C28182: Dereferencing NULL pointer. 'GraphNode' contains the same NULL value as 'SourceNode' did.
Change 3094864 on 2016/08/19 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SpawnClassPin'.
Change 3094880 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'PrevIfIndexMatchesStatement'.
Change 3094886 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'SpawnBlueprintPin'.
Change 3094903 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'K2Node'.
Change 3094916 on 2016/08/19 by Steve.Robb
Static analysis fix: Dereferencing NULL pointer 'CompilerContext'.
Change 3094931 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'VariablePin'.
Change 3094935 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurrentPin'.
Change 3094943 on 2016/08/19 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Pin'.
warning C28182: Dereferencing NULL pointer. 'Graph' contains the same NULL value as 'TargetGraph' did.
Change 3094960 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'LastOutPin'.
Change 3095046 on 2016/08/19 by Steve.Robb
Single parameter version of CastChecked tagged to never return null.
Change 3095054 on 2016/08/19 by Steve.Robb
Committed wrong version in CL# 3095046.
Change 3095089 on 2016/08/19 by Steve.Robb
Static analysis fixes:
warning C6509: Invalid annotation: 'return' cannot be referenced in some contexts
warning C6101: Returning uninitialized memory '*lpdwExitCode'.
Change 3096035 on 2016/08/22 by Steve.Robb
Fix for static lighting in pixel inspector.
Change 3096039 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'World'.
Change 3096045 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Actor'.
Change 3096058 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'OtherPin'.
Change 3096059 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'MainMesh'.
Change 3096066 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'SourceType'.
Change 3096070 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'LastPushStatement'.
Change 3096074 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'OriginalDataTableInPin'.
Change 3096075 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurrentPin'.
Change 3096081 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'RunningPlatformData'.
Change 3096156 on 2016/08/22 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'BP'.
warning C6011: Dereferencing NULL pointer 'Object'.
Change 3096308 on 2016/08/22 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'TopMipData'.
warning C6011: Dereferencing NULL pointer 'MipCoverageData[0]'.
Change 3096315 on 2016/08/22 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'OldParent'.
warning C6011: Dereferencing NULL pointer 'TestExecutionInfo'.
Change 3096318 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'OwnerClass'.
Change 3096322 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'StaticMeshInstanceData'.
Change 3096337 on 2016/08/22 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Pin'.
warning C6011: Dereferencing NULL pointer 'SpawnVarPin'.
Change 3096345 on 2016/08/22 by Steve.Robb
Static analysis fixes: warning C6246: Local declaration of 'NumTris' hides declaration of the same name in outer scope.
Change 3096356 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'InWorld'.
Change 3096387 on 2016/08/22 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'ExpressionPreviewMaterial'.
warning C6011: Dereferencing NULL pointer 'MaterialNode->MaterialExpression'.
Change 3096400 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'FunctionInputs'.
Change 3096413 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'LODPackage' contains the same NULL value as 'AssetsOuter' did.
Change 3096416 on 2016/08/22 by Steve.Robb
Static analysis fixes: warning C6237: (<zero> && <expression>) is always zero. <expression> is never evaluated and might have side effects.
Change 3096423 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'RedirectorRefs.Redirector'.
Change 3096439 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'NewObject'.
Change 3096446 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'BaseClass'.
Change 3096454 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'OldSkeleton'.
Change 3096464 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'MyNode'.
Change 3096469 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'VRInteractor'.
Change 3097559 on 2016/08/23 by Steve.Robb
Alternate fix to CL# 3096439.
Change 3097583 on 2016/08/23 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'SourceCategoryEnum'.
warning C6011: Dereferencing NULL pointer 'CurrentWorld'.
Change 3097584 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'LocalizationTarget'.
Change 3097585 on 2016/08/23 by Steve.Robb
Static analysis fixes:
warning C28182: Dereferencing NULL pointer. 'VariableSetNode' contains the same NULL value as 'AssignmentNode' did.
warning C6011: Dereferencing NULL pointer 'FirstNativeClass'.
Change 3097588 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'OutputObjClass'.
Change 3097589 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Term' contains the same NULL value as 'RValueTerm' did.
Change 3097591 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Schema'.
Change 3097597 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'LayerInfo'.
Change 3097598 on 2016/08/23 by Steve.Robb
Const-correctness fix for ILandscapeEditorModule::GetHeightmapFormatByExtension and ILandscapeEditorModule::GetWeightmapFormatByExtension.
Change 3097600 on 2016/08/23 by Steve.Robb
Fix for incorrect null check.
Change 3097605 on 2016/08/23 by Steve.Robb
Spurious static analysis fix: warning C6011: Dereferencing NULL pointer 'TexDataPtr'.
Bug filed here: https://connect.microsoft.com/VisualStudio/feedback/details/3078125
Change 3097609 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'ObjClass' contains the same NULL value as 'BaseClass' did.
Change 3097613 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'InEdGraph'.
Change 3097620 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'ThisScalableFloat'.
Change 3097627 on 2016/08/23 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'AnimBlueprint'.
Change 3097629 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Pin' contains the same NULL value as 'PoseNet' did.
Change 3097631 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'IPOverlayInfo.Brush'.
Change 3097634 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Survey'.
Change 3097639 on 2016/08/23 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Settings'.
Change 3097650 on 2016/08/23 by Steve.Robb
Alternate fix for CL# 3097597.
Change 3097725 on 2016/08/23 by Steve.Robb
Spurious static analysis fix: warning C6011: Dereferencing NULL pointer 'BodySetup'.
Change 3097764 on 2016/08/23 by Steve.Robb
Spurious static analysis fix: warning C28182: Dereferencing NULL pointer. 'FoundMode' contains the same NULL value as 'ElementType * FoundMode=LoopModes.FindByPredicate(<lambda>)' did.
Change 3097770 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Triangle'.
Change 3097775 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurGroup'.
Change 3097796 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'SourceComponent'.
Change 3097797 on 2016/08/23 by Steve.Robb
Spurious static analysis fix: warning C6011: Dereferencing NULL pointer 'HitComponent'.
Change 3097843 on 2016/08/23 by Steve.Robb
Spurious static analysis fix: Dereferencing NULL pointer. 'MatchingNewPin' contains the same NULL value as 'UEdGraphPin ** MatchingNewPin=this->Pins.FindByPredicate(<lambda>)' did.
Change 3097864 on 2016/08/23 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'ObjectClass'.
warning C6011: Dereferencing NULL pointer 'Client'.
Change 3097871 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'SMLightingMesh->StaticMesh' contains the same NULL value as 'StaticMesh' did.
Change 3098015 on 2016/08/23 by Steve.Robb
Alternative fix for CL# 3094864.
Change 3098024 on 2016/08/23 by Steve.Robb
Alternative fix for CL# 3094943.
Change 3098052 on 2016/08/23 by Steve.Robb
Alternative fix for CL# 3094886.
Change 3098080 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'PrimitiveComponent' contains the same NULL value as 'ReplacementComponent' did.
Change 3098102 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'IndexTermPtr'.
Change 3098148 on 2016/08/23 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Node'.
warning C6011: Dereferencing NULL pointer 'OldNode'.
warning C6011: Dereferencing NULL pointer 'LinkedPin'.
warning C6011: Dereferencing NULL pointer 'RootNode'.
Change 3098156 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'BTGraphNode'.
Change 3098176 on 2016/08/23 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'NewSection'.
Change 3098182 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Sprite'.
Change 3098197 on 2016/08/23 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Node'.
Coding standards fixes.
Change 3098202 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'ExistingEventNode'.
Change 3098208 on 2016/08/23 by Steve.Robb
Static analysis fixes:
warning C28182: Dereferencing NULL pointer. 'Graph' contains the same NULL value as 'GraphNew' did.
warning C28182: Dereferencing NULL pointer. 'GoodGraph' contains the same NULL value as 'GraphNew' did.
Change 3098229 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Property'.
Change 3099188 on 2016/08/24 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SharedBaseClass'.
Change 3099195 on 2016/08/24 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'NodeProperty'.
Change 3099205 on 2016/08/24 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'VarDesc'.
Change 3099228 on 2016/08/24 by Steve.Robb
Spurious static analysis fix: warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'ParentNode' did.
Change 3099539 on 2016/08/24 by Steve.Robb
Spurious static analysis fixes:
warning C6011: Dereferencing NULL pointer 'InBlueprint'.
warning C28182: Dereferencing NULL pointer. 'TestObj' contains the same NULL value as 'TestOuter' did.
https://connect.microsoft.com/VisualStudio/feedback/details/3082362
https://connect.microsoft.com/VisualStudio/feedback/details/3082622
Change 3099546 on 2016/08/24 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'OldNode'.
Change 3099561 on 2016/08/24 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'ReferencedObject'.
Change 3099571 on 2016/08/24 by Steve.Robb
Static analysis fix: Dereferencing NULL pointer. 'ObjClass' contains the same NULL value as 'CommonBaseClass' did.
Change 3099600 on 2016/08/24 by Steve.Robb
Static analysis fix:
warning C6385: Reading invalid data from 'this->Packages': the readable size is '24' bytes, but '32' bytes may be read.
warning C6385: Reading invalid data from 'Diff.ObjectSets': the readable size is '24' bytes, but '32' bytes may be read.
warning C6386: Buffer overrun while writing to 'Objects': the writable size is '24' bytes, but '32' bytes might be written.
Change 3099912 on 2016/08/24 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SharedBaseClass'.
Change 3099923 on 2016/08/24 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'ThumbnailInfo'.
Change 3100977 on 2016/08/25 by Steve.Robb
Static analysis fixes:
warning C6001: Using uninitialized memory '*VectorRef'.
warning C6001: Using uninitialized memory '*PointRef'.
warning C6001: Using uninitialized memory '*PolyRef'.
Coding standard fixes.
Change 3100985 on 2016/08/25 by Steve.Robb
Static analyis fix: warning C6011: Dereferencing NULL pointer 'SpawnClassPin'.
Change 3100987 on 2016/08/25 by Steve.Robb
Static analysis fixes:
warning C28183: 'Resources.BitmapHandle' could be '0', and is a copy of the value found in 'CreateDIBSection()`829': this does not adhere to the specification for the function 'SelectObject'.
warning C6387: '_Param_(4)' could be '0': this does not adhere to the specification for the function 'CreateDIBSection'.
Change 3100992 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6287: Redundant code: the left and right sub-expressions are identical.
Change 3101000 on 2016/08/25 by Steve.Robb
Static analysis fixes:
warning C6001: Using uninitialized memory 'tmpMemReq'.
warning C6001: Using uninitialized memory 'TmpCreateInfo'.
Change 3101004 on 2016/08/25 by Steve.Robb
warning C28182: Dereferencing NULL pointer. 'FoliageActor' contains the same NULL value as 'Actor' did.
Change 3101009 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'StaticMeshComponent'.
Change 3101115 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Canvas'.
Change 3101120 on 2016/08/25 by Steve.Robb
Fixes to previous fixes.
Change 3101128 on 2016/08/25 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Stream'.
Change 3101281 on 2016/08/25 by Steve.Robb
Static analysis fixes:
warning C6262: Function uses '99256' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap.
warning C6001: Using uninitialized memory 'Pixel'.
Change 3101292 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'BulkDataPointer'.
Change 3101299 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'UnrealMaterial'.
Change 3101300 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'AssetObject'.
Change 3101304 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'MeshRootNode'.
Change 3101311 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Cluster'.
Change 3101323 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'StartNode'.
Change 3101329 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Object'.
Change 3101333 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'ArrayRef'.
Change 3101339 on 2016/08/25 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'ImportData'.
warning C6011: Dereferencing NULL pointer 'CurveToImport'.
Change 3101485 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'ObjectProperty'.
Change 3101583 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'UserDefinedStruct'.
Change 3105721 on 2016/08/30 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'SpawnClassPin'.
Change 3105724 on 2016/08/30 by Steven.Hutton
Change users page to more responsive paginated version.
Change 3105725 on 2016/08/30 by Steven.Hutton
Added field for crash processor failed
Change 3105786 on 2016/08/30 by Steve.Robb
Reintroduced missing operator<< for enum classes.
Change 3105803 on 2016/08/30 by Steve.Robb
Removal of obsolete code and state. PrepareCppStructOps() has several unreachable blocks, one of which sets UScriptStruct::bCppStructOpsFromBaseClass which is otherwise never true, so it can be removed too.
Change 3106251 on 2016/08/30 by Steve.Robb
Switch static analysis node to build editor instead of just the engine.
Change 3107556 on 2016/08/31 by Steven.Hutton
Added build version data from CRP to DB as part of add crash #rb none
Change 3107557 on 2016/08/31 by Steven.Hutton
Passed build version data to CRW through crash description #rb none
Change 3107634 on 2016/08/31 by Graeme.Thornton
Only accept "log=<filename>" and "abslog=<filename>" command line values if the filename has a "log" or "txt" extension
#jira UE-20147
Change 3107797 on 2016/08/31 by Steve.Robb
Fix for UHT debugging manifest, after paths changed in CL# 3088416.
Change 3107964 on 2016/08/31 by Steve.Robb
TCString::Strfind renamed to TCString::Strifind, as it is case-insensitive.
New case-sensitive TCString::Strfind added, based on GitHub PR #2453.
Change 3108023 on 2016/08/31 by Steve.Robb
Removal of test code which no longer compiles now that we emit errors on skipped preprocessor blocks.
Change 3108160 on 2016/08/31 by Steven.Hutton
Update to add new filter to website front page #rb none
Change 3109556 on 2016/09/01 by Steven.Hutton
Fixing compile warning #rb none
Change 3110001 on 2016/09/01 by Steve.Robb
PR #2468: Fix for UnrealHeaderTool TArray<TScriptInterface<>> UFUNCTION parameters (Contributed by UnrealEverything)
Change 3111835 on 2016/09/02 by Steve.Robb
Enforce uint8 on UENUM() enum classes.
#jira UE-35224
Change 3111867 on 2016/09/02 by Steve.Robb
Static analysis fix: warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.
Change 3111880 on 2016/09/02 by Steve.Robb
Static analysis fixes:
warning C6386: Buffer overrun while writing to 'Views': the writable size is 'ShaderBindings.ResourceViews.public: int __cdecl TArray<class TSlateD3DTypedShaderParameter<struct ID3D11ShaderResourceView> *,class FDefaultAllocator>::Num(void)const ()*8' bytes, but '16' bytes might be written.
warning C6386: Buffer overrun while writing to 'ConstantBuffers': the writable size is 'ShaderBindings.ConstantBuffers.public: int __cdecl TArray<class TSlateD3DTypedShaderParameter<struct ID3D11Buffer> *,class FDefaultAllocator>::Num(void)const ()*8' bytes, but '16' bytes might be written.
Change 3111886 on 2016/09/02 by Steve.Robb
Static analysis fix: warning C6386: Buffer overrun while writing to 'DistortionMeshIndices': the writable size is 'NumIndices*2' bytes, but '4' bytes might be written.
Change 3112025 on 2016/09/02 by Steve.Robb
Static analysis fix:
warning C6011: Dereferencing NULL pointer 'pInputProcessParameters'.
warning C6011: Dereferencing NULL pointer 'pOutputProcessParameters'.
Change 3112051 on 2016/09/02 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Command'.
Change 3112066 on 2016/09/02 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurNetDriver'.
Change 3112093 on 2016/09/02 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'byteArray'.
Change 3112110 on 2016/09/02 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'PersistentParty'.
Change 3112123 on 2016/09/02 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'CurDriver'.
warning C6011: Dereferencing NULL pointer 'CurNetDriver'.
warning C6011: Dereferencing NULL pointer 'CurWorld'.
Change 3112157 on 2016/09/02 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'UnitTest'.
Change 3112283 on 2016/09/02 by Steve.Robb
Static analysis fixes:
warning C6244: Local declaration of 'None' hides previous declaration at line '173' of 'netcodeunittest.h'.
Change 3113455 on 2016/09/05 by Chris.Wood
CRP performance improvements (v1.1.25)
Change 3113468 on 2016/09/05 by Steve.Robb
Reverting unnecessary merge in CL# 3112464.
Change 3113508 on 2016/09/05 by Steve.Robb
Static analysis fix: warning C6031: Return value ignored: 'CoCreateGuid'.
Change 3113588 on 2016/09/05 by Steve.Robb
Static analysis fix: warning C6244: Local declaration of 'hInstance' hides previous declaration
Change 3113863 on 2016/09/06 by Steve.Robb
Fix for this error:
Could not find a part of the path 'D:\Build\++UE4+Dev-Core+Compile\Sync\Engine\Plugins\2D\Paper2D\Binaries\Win64\UE4Editor.modules'.
Change 3113864 on 2016/09/06 by Steve.Robb
Misc static analysis fixes for VS2015 Update 2.
Change 3113918 on 2016/09/06 by Ben.Marsh
Explicitly check for version manifest existing before trying to delete it, rather than swallowing the exception.
Change 3114293 on 2016/09/06 by Steve.Robb
Static analysis fixes for Visual Studio Update 2.
Change 3115732 on 2016/09/07 by Steve.Robb
Static analysis fix: warning C6262: Function uses '121180' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap.
Change 3115754 on 2016/09/07 by Steve.Robb
GObjectArrayForDebugVisualizers init order fix.
Removal of obsolete FName visualizer helper code.
Change 3115774 on 2016/09/07 by Steve.Robb
Fix for ICE by moving static variables into their own file and removing const return types.
#jira UE-35597
Change 3116061 on 2016/09/07 by Steve.Robb
Redundant LOCTEXT_NAMESPACE removed - was missed in CL# 3115774.
Change 3117478 on 2016/09/08 by Steve.Robb
Static analysis fixes in third party code, using a new macro-based system.
Change 3119152 on 2016/09/09 by Steve.Robb
TArray::RemoveAt and RemoveAtSwap with a bool Count is now a compile error.
Change 3119200 on 2016/09/09 by Steve.Robb
Fix for destructors not being called in TSparseArray move assignment.
Change 3119568 on 2016/09/09 by Steve.Robb
Fix for TSparseArray visualizer.
Change 3119591 on 2016/09/09 by Steve.Robb
New MakeShared function which allocates the object and reference controller in a single block.
Change 3120281 on 2016/09/09 by Steve.Robb
Fix for ICE on static analysis build.
#jira UE-35596
Change 3120786 on 2016/09/12 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'SavedGame'.
Change 3120787 on 2016/09/12 by Steve.Robb
Removal of TEnumAsByte on enum classes.
Change 3120789 on 2016/09/12 by Steve.Robb
Static analysis fixes:
warning C6385: Reading invalid data from 'D3D11X_CERAM_OFFSET_BY_SET_STAGE': the readable size is '28' bytes, but '64' bytes may be read.
warning C6101: Returning uninitialized memory '*pDescriptorDst'. A successful path through the function does not set the named _Out_ parameter.
Change 3121234 on 2016/09/12 by Steve.Robb
Unused ToBuildInfoString function declaration removed.
Change 3122616 on 2016/09/13 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Compiler'.
Change 3123070 on 2016/09/13 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'top' contains the same NULL value as 'edge' did.
[CL 3126145 by Robert Manuszewski in Main branch]
2016-09-15 00:21:42 -04:00
enum class EProjectPackagingInternationalizationPresets : uint8
2014-10-27 19:33:51 -04:00
{
/** English only. */
English ,
2015-06-10 12:54:31 -04:00
/** English, French, Italian, German, Spanish. */
2014-10-27 19:33:51 -04:00
EFIGS ,
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/** English, French, Italian, German, Spanish, Chinese, Japanese, Korean. */
2014-10-27 19:33:51 -04:00
EFIGSCJK ,
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/** Chinese, Japanese, Korean. */
2014-10-27 19:33:51 -04:00
CJK ,
/** All known cultures. */
All
} ;
2014-03-14 14:13:41 -04:00
2017-10-24 10:14:07 -04:00
/**
* Determines whether to build the executable when packaging . Note the equivalence between these settings and EPlayOnBuildMode .
*/
UENUM ( )
enum class EProjectPackagingBuild
{
/** Always build. */
Always UMETA ( DisplayName = " Always " ) ,
/** Never build. */
Never UMETA ( DisplayName = " Never " ) ,
/** Default (if the Never build. */
IfProjectHasCode UMETA ( DisplayName = " If project has code, or running a locally built editor " ) ,
/** If we're not packaging from a promoted build. */
IfEditorWasBuiltLocally UMETA ( DisplayName = " If running a locally built editor " )
} ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
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/**
* Enumerates the available methods for Blueprint nativization during project packaging .
*/
UENUM ( )
enum class EProjectPackagingBlueprintNativizationMethod : uint8
{
/** Disable Blueprint nativization (default). */
Disabled ,
/** Enable nativization for all Blueprint assets. */
Inclusive ,
/** Enable nativization for selected Blueprint assets only. */
Exclusive
} ;
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USTRUCT ( )
struct FPakOrderFileSpec
{
GENERATED_BODY ( )
UPROPERTY ( )
FString Pattern ;
UPROPERTY ( )
int32 Priority ;
FPakOrderFileSpec ( )
: Priority ( 0 )
{
}
FPakOrderFileSpec ( FString InPattern )
: Pattern ( MoveTemp ( InPattern ) )
, Priority ( 0 )
{
}
} ;
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USTRUCT ( )
struct FProjectBuildSettings
{
GENERATED_BODY ( ) ;
/** The name for this custom build. It will be shown in menus for selection. */
UPROPERTY ( EditAnywhere , Category = " Packaging " )
FString Name ;
/** If this build step is specific to one or more platforms, add them here by name (note: use Windows, not Win64) */
UPROPERTY ( EditAnywhere , Category = " Packaging " )
TArray < FString > SpecificPlatforms ;
/**
* The commandline for BuildCookRun UAT command . Some substitutions are allowed :
* { Project } - Replaced with the path to the project ' s . uproject file
* { Platform } - Replaced with the platform name this is run for
* { inivalue : Config : Section : Key } - Replaced with the value for Key in Config ' s Section . Ex : - archivedirectory = { inivalue : Engine : CustomSettings : OverrideArchiveDir }
* { iniif : Token : Config : Section : Key } - Replaced with Token if the vlaue for Key in Config ' s Section evaluates to True . Ex : { iniif : - iostore : / Script / UnrealEd . ProjectPackagingSettings : bUseIoStore }
* Because ProjectPackagingSettings is a common section to read , if Config : Section : are not specified for ' iniif ' or ' inivalue ' , it will use the ProjectPackagingSettings settings :
* { iniif : - iostore : bUseIoStore }
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* Additionally , the ini settings can have an optional search and replace modifier , to easily modify the string . The Replace can be blank :
* { inivalue : BuildConfiguration | PPBC_ = } - This will get the BuildConfiguration from the settings , and then remove the PPBC_ enum prefix from the string , to just get say Development
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*/
UPROPERTY ( EditAnywhere , Category = " Packaging " )
FString BuildCookRunParams ;
} ;
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/**
* Implements the Editor ' s user settings .
*/
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UCLASS ( config = Game , defaultconfig )
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class DEVELOPERTOOLSETTINGS_API UProjectPackagingSettings
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: public UObject
{
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GENERATED_UCLASS_BODY ( )
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/**
* This class was moved from UnrealEd module , but to allow it to be used by developer tools , like UFE , it has moved to this module .
* However , for back - compat , we want to use the old name in the ini files , so that everything works without needing to touch every
* Game . ini file
*/
virtual void OverrideConfigSection ( FString & InOutSectionName ) override
{
InOutSectionName = TEXT ( " /Script/UnrealEd.ProjectPackagingSettings " ) ;
}
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public :
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/**
* Information about each packaging configuration
*/
struct FConfigurationInfo
{
EBuildConfiguration Configuration ;
FText Name ;
FText ToolTip ;
} ;
/**
* Static array of information about each configuration
*/
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static const FConfigurationInfo ConfigurationInfo [ ( int ) EProjectPackagingBuildConfigurations : : PPBC_MAX ] ;
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/** Specifies whether to build the game executable during packaging. */
UPROPERTY ( config , EditAnywhere , Category = Project )
EProjectPackagingBuild Build ;
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/** The build configuration for which the project is packaged. */
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UPROPERTY ( config , EditAnywhere , Category = Project )
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EProjectPackagingBuildConfigurations BuildConfiguration ;
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/** Name of the target to build */
UPROPERTY ( config , EditAnywhere , Category = Project )
FString BuildTarget ;
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/** The directory to which the packaged project will be copied. */
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UPROPERTY ( config , EditAnywhere , Category = Project )
FDirectoryPath StagingDirectory ;
/**
* If enabled , a full rebuild will be enforced each time the project is being packaged .
* If disabled , only modified files will be built , which can improve iteration time .
* Unless you iterate on packaging , we recommend full rebuilds when packaging .
*/
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UPROPERTY ( config , EditAnywhere , Category = Project )
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bool FullRebuild ;
/**
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* If enabled , a distribution build will be created and the shipping configuration will be used
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* If disabled , a development build will be created
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* Distribution builds are for publishing to the App Store
*/
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UPROPERTY ( config , EditAnywhere , Category = Project )
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bool ForDistribution ;
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/** If enabled, debug files will be included in the packaged game */
UPROPERTY ( config , EditAnywhere , Category = Project )
bool IncludeDebugFiles ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2716841 on 2015/10/05 by Mike.Beach
(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).
#codereview Maciej.Mroz
Change 2719089 on 2015/10/07 by Maciej.Mroz
ToValidCPPIdentifierChars handles propertly '?' char.
#codereview Dan.Oconnor
Change 2719361 on 2015/10/07 by Maciej.Mroz
Generated native code for AnimBPGC - some preliminary changes.
Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"
The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.
#codereview Lina.Halper, Thomas.Sarkanen
Change 2719383 on 2015/10/07 by Maciej.Mroz
Debug-only code removed
Change 2720528 on 2015/10/07 by Dan.Oconnor
Fix for determinsitc cooking of async tasks and load asset nodes
#codereview Mike.Beach, Maciej.Mroz
Change 2721273 on 2015/10/08 by Maciej.Mroz
Blueprint Compiler Cpp Backend
- Anim Blueprints can be converted
- Various fixes/improvements
Change 2721310 on 2015/10/08 by Maciej.Mroz
refactor (cl#2719361) - no "auto" keyword
Change 2721727 on 2015/10/08 by Mike.Beach
(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.
- Refactored the conversion manifest (using a map over an array)
- Centralized destination paths into a helper struct (for the manifest)
- Generating an Editor module that automatically hooks into the cook process when enabled
- Loading and applying native replacments for the cook
Change 2723276 on 2015/10/09 by Michael.Schoell
Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.
#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736
Change 2724345 on 2015/10/11 by Ben.Cosh
Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
#UEBP-21 - Profiling data capture and storage
#UEBP-13 - Performance capture landing page
#Branch UE4
#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine
Change 2724613 on 2015/10/12 by Ben.Cosh
Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
#Branch UE4
#Proj BlueprintProfiler
#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.
Change 2724723 on 2015/10/12 by Maciej.Mroz
Constructor of a dynamic class creates CDO.
#codereview Robert.Manuszewski
Change 2725108 on 2015/10/12 by Mike.Beach
[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.
Change 2726358 on 2015/10/13 by Maciej.Mroz
UDataTable is properly saved even if its RowStruct is null.
https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html
Change 2727395 on 2015/10/13 by Mike.Beach
(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
* Using stubs for replacements (rather than loading dynamic replacement).
* Giving the cook commandlet more control (so a conversion could be ran directly).
* Now logging replacements by old object path (to account for UPackage replacement queries).
* Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).
#codereview Maciej.Mroz
Change 2727484 on 2015/10/13 by Mike.Beach
[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.
Change 2727527 on 2015/10/13 by Mike.Beach
Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.
Change 2727702 on 2015/10/13 by Dan.Oconnor
Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)
Change 2727968 on 2015/10/14 by Maciej.Mroz
Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete.
FindOrLoadClass behaves now like FindOrLoadObject.
#codereview Robert.Manuszewski, Nick.Whiting
Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
/** If enabled, then the project's Blueprint assets (including structs and enums) will be intermediately converted into C++ and used in the packaged project (in place of the .uasset files).*/
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UE_DEPRECATED ( 5.0 , " Blueprint Nativization has been removed as a supported feature. This setting is no longer exposed for editing and will eventually be removed. " )
UPROPERTY ( config )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
EProjectPackagingBlueprintNativizationMethod BlueprintNativizationMethod ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2716841 on 2015/10/05 by Mike.Beach
(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).
#codereview Maciej.Mroz
Change 2719089 on 2015/10/07 by Maciej.Mroz
ToValidCPPIdentifierChars handles propertly '?' char.
#codereview Dan.Oconnor
Change 2719361 on 2015/10/07 by Maciej.Mroz
Generated native code for AnimBPGC - some preliminary changes.
Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"
The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.
#codereview Lina.Halper, Thomas.Sarkanen
Change 2719383 on 2015/10/07 by Maciej.Mroz
Debug-only code removed
Change 2720528 on 2015/10/07 by Dan.Oconnor
Fix for determinsitc cooking of async tasks and load asset nodes
#codereview Mike.Beach, Maciej.Mroz
Change 2721273 on 2015/10/08 by Maciej.Mroz
Blueprint Compiler Cpp Backend
- Anim Blueprints can be converted
- Various fixes/improvements
Change 2721310 on 2015/10/08 by Maciej.Mroz
refactor (cl#2719361) - no "auto" keyword
Change 2721727 on 2015/10/08 by Mike.Beach
(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.
- Refactored the conversion manifest (using a map over an array)
- Centralized destination paths into a helper struct (for the manifest)
- Generating an Editor module that automatically hooks into the cook process when enabled
- Loading and applying native replacments for the cook
Change 2723276 on 2015/10/09 by Michael.Schoell
Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.
#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736
Change 2724345 on 2015/10/11 by Ben.Cosh
Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
#UEBP-21 - Profiling data capture and storage
#UEBP-13 - Performance capture landing page
#Branch UE4
#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine
Change 2724613 on 2015/10/12 by Ben.Cosh
Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
#Branch UE4
#Proj BlueprintProfiler
#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.
Change 2724723 on 2015/10/12 by Maciej.Mroz
Constructor of a dynamic class creates CDO.
#codereview Robert.Manuszewski
Change 2725108 on 2015/10/12 by Mike.Beach
[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.
Change 2726358 on 2015/10/13 by Maciej.Mroz
UDataTable is properly saved even if its RowStruct is null.
https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html
Change 2727395 on 2015/10/13 by Mike.Beach
(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
* Using stubs for replacements (rather than loading dynamic replacement).
* Giving the cook commandlet more control (so a conversion could be ran directly).
* Now logging replacements by old object path (to account for UPackage replacement queries).
* Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).
#codereview Maciej.Mroz
Change 2727484 on 2015/10/13 by Mike.Beach
[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.
Change 2727527 on 2015/10/13 by Mike.Beach
Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.
Change 2727702 on 2015/10/13 by Dan.Oconnor
Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)
Change 2727968 on 2015/10/14 by Maciej.Mroz
Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete.
FindOrLoadClass behaves now like FindOrLoadObject.
#codereview Robert.Manuszewski, Nick.Whiting
Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
/** List of Blueprints to include for nativization when using the exclusive method. */
2020-12-08 16:28:03 -04:00
UE_DEPRECATED ( 5.0 , " Blueprint Nativization has been removed as a supported feature. This setting is no longer exposed for editing and will eventually be removed. " )
UPROPERTY ( config )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
TArray < FFilePath > NativizeBlueprintAssets ;
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/** If enabled, the nativized assets code plugin will be added to the Visual Studio solution if it exists when regenerating the game project. Intended primarily to assist with debugging the target platform after cooking with nativization turned on. */
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UE_DEPRECATED ( 5.0 , " Blueprint Nativization has been removed as a supported feature. This setting is no longer exposed for editing and will eventually be removed. " )
UPROPERTY ( config )
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bool bIncludeNativizedAssetsInProjectGeneration ;
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/** Whether or not to exclude monolithic engine headers (e.g. Engine.h) in the generated code when nativizing Blueprint assets. This may improve C++ compiler performance if your game code does not depend on monolithic engine headers to build. */
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UE_DEPRECATED ( 5.0 , " Blueprint Nativization has been removed as a supported feature. This setting is no longer exposed for editing and will eventually be removed. " )
UPROPERTY ( config )
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bool bExcludeMonolithicEngineHeadersInNativizedCode ;
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/** If enabled, all content will be put into a one or more .pak files instead of many individual files (default = enabled). */
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UPROPERTY ( config , EditAnywhere , Category = Packaging )
bool UsePakFile ;
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/** If enabled, all packages will be put into one or more container files. */
UPROPERTY ( config , EditAnywhere , Category = Packaging )
bool bUseIoStore ;
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/** If enabled, staging will make a binary config fie for faster loading. */
UPROPERTY ( config , EditAnywhere , Category = Packaging )
bool bMakeBinaryConfig ;
/**
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* If enabled , will generate pak file chunks . Assets can be assigned to chunks in the editor or via a delegate ( See ShooterGameDelegates . cpp ) .
* Can be used for streaming installs ( PS4 Playgo , XboxOne Streaming Install , etc )
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging )
bool bGenerateChunks ;
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/**
* If enabled , no platform will generate chunks , regardless of settings in platform - specific ini files .
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging )
bool bGenerateNoChunks ;
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/**
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* Normally during chunk generation all dependencies of a package in a chunk will be pulled into that package ' s chunk .
* If this is enabled then only hard dependencies are pulled in . Soft dependencies stay in their original chunk .
*/
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UPROPERTY ( config , EditAnywhere , Category = Packaging )
bool bChunkHardReferencesOnly ;
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/**
* If true , individual files are only allowed to be in a single chunk and it will assign it to the lowest number requested
* If false , it may end up in multiple chunks if requested by the cooker
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay )
bool bForceOneChunkPerFile ;
/**
* If > 0 this sets a maximum size per chunk . Chunks larger than this size will be split into multiple pak files such as pakchunk0_s1
* This can be set in platform specific game . ini files
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay )
int64 MaxChunkSize ;
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/**
* If enabled , will generate data for HTTP Chunk Installer . This data can be hosted on webserver to be installed at runtime . Requires " Generate Chunks " enabled .
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging )
bool bBuildHttpChunkInstallData ;
/**
* When " Build HTTP Chunk Install Data " is enabled this is the directory where the data will be build to .
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging )
FDirectoryPath HttpChunkInstallDataDirectory ;
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/**
* Create compressed cooked packages ( decreased deployment size )
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Create compressed cooked packages " ) )
bool bCompressed ;
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/**
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* A comma separated list of formats to use for . pak file and IoStore compression . If more than one is specified , the list is in order of priority , with fallbacks to other formats
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* in case of errors or unavailability of the format ( plugin not enabled , etc ) .
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* Commonly PackageCompressionFormat = Oodle or PackageCompressionFormat = None
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*/
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UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Package Compression Format " ) )
FString PackageCompressionFormat ;
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/**
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* Force use of PackageCompressionFormat ( do not use override HardwareCompressionFormat from DDPI )
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*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Use this Compression Format not hardware override " ) )
bool bForceUseProjectCompressionFormatIgnoreHardwareOverride ;
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/**
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* A generic setting for allowing a project to control compression settings during . pak file and iostore compression .
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* For instance PackageAdditionalCompressionOptions = - compressionblocksize = 1 MB - asynccompression
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*/
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UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Package Compression Commandline Options " ) )
FString PackageAdditionalCompressionOptions ;
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/**
* For compressors with multiple methods , select one . eg . for Oodle you may use one of { Kraken , Mermaid , Selkie , Leviathan }
*/
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UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Package Compression Method " ) )
FString PackageCompressionMethod ;
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/*
* For compressors with variable levels , select the encoder effort level , which makes packages smaller but takes more time to encode .
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* This does not affect decode speed . For faster iteration , use lower effort levels ( eg . 1 )
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*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Encoder Effort Level for Debug & Development " ) )
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int32 PackageCompressionLevel_DebugDevelopment ;
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UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Encoder Effort Level for Test & Shipping " ) )
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int32 PackageCompressionLevel_TestShipping ;
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UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Encoder Effort Level for Distribution " ) )
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int32 PackageCompressionLevel_Distribution ;
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/**
* A generic setting which is used to determine whether it is worth using compression for a block of data when creating IoStore or . pak files .
* If the amount of saved bytes is smaller than the specified value , then the block of data remains uncompressed .
* The optimal value of this setting depends on the capabilities of the target platform . For instance PackageCompressionMinBytesSaved = 1024
* Note that some compressors ( for example Oodle ) do their own internal worth it check and only use this value to determine the minimal size of a block which should be compressed .
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Minimum amount of bytes which should be saved when compressing a block of data, otherwise data remains uncompressed " ) )
int32 PackageCompressionMinBytesSaved ;
/**
* A generic setting which is used to determine whether it is worth using compression for a block of data when creating IoStore or . pak files .
* If the saved percentage of a compressed block of data is smaller than the specified value , then the block remains uncompressed .
* The optimal value of this setting depends on the capabilities of the target platform . For instance PackageCompressionMinPercentSaved = 5
* Note that some compressors ( for example Oodle ) do their own internal worth it check and ignore this value .
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Minimum percentage of a block of data which should be saved when performing compression, otherwise data remains uncompressed " ) )
int32 PackageCompressionMinPercentSaved ;
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/**
* Version name for HTTP Chunk Install Data .
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging )
FString HttpChunkInstallDataVersion ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3420477)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3386262 on 2017/04/10 by Ben.Marsh
Add app-local deployment of DirectX components that are no longer included with newer versions of Windows by default (XAudio 2.7, XInput 1.3). Also add a one-click button to the packaging settings to include the default app-local dependencies, rather than having to specify the path.
Change 3386999 on 2017/04/10 by Ben.Marsh
Plugins: Add support for explicit dependencies from one plugin onto another. Required plugins can be configured in an identical manner to project files, by adding a "Plugins" key to the .uplugin file. Dependencies are automatically built and loaded, and the plugin browser will warn if you try to disable a plugin that something else has a dependency on.
Change 3387073 on 2017/04/10 by Ben.Marsh
Move FLightPropagationRuntimeSettings into the Renderer module, to remove engine dependency on a plugin.
Change 3387988 on 2017/04/11 by Steve.Robb
Comments added to clarify the role of DestructItem and DestructItems.
Change 3388085 on 2017/04/11 by Ben.Marsh
UBT: Fix bEnabled flag on plugin references being ignored. Now collect up all the plugin references in order of priority before creating plugin instances for them. Fixes CIS fail for UT.
Change 3390048 on 2017/04/12 by Richard.Hinckley
#jira UE-43876
Fixed description of Streaming settings (within Project Settings).
Change 3390697 on 2017/04/12 by Steve.Robb
CLASS_PointersDefaultToAutoWeak and CLASS_PointersDefaultToWeak removed.
Change 3390711 on 2017/04/12 by Steve.Robb
AGRESSIVE_ARRAY_FORCEINLINE removed.
Change 3392167 on 2017/04/13 by Robert.Manuszewski
UObject can be added to GC cluster only if all of its Outers can also be added to it.
Fixing asserts caused by components that are added to GC clusters even if their owner actors that can't be in GC clusters.
#jira UE-42948
Change 3392309 on 2017/04/13 by Robert.Manuszewski
When adding objects to clusters after these clusters have been created it's possible to come across objects that are already in the cluster we're adding the object to so instead of crashing, allow it.
Change 3392620 on 2017/04/13 by Ben.Marsh
UGS: Only check for updates every 5 minutes.
Change 3392623 on 2017/04/13 by Ben.Marsh
UGS: Only poll for new changes every 60 seconds.
Change 3392744 on 2017/04/13 by Ben.Marsh
UGS: Query changelist descriptions individually to determine whether changes affect code or content, to hopefully reduce Perforce server load.
Change 3392874 on 2017/04/13 by Ben.Marsh
UGS: Allow specifying regexes in the project config file which filters which changes to be displayed. Useful for changes submitted by build machines, updates to collections, etc...
Change 3392878 on 2017/04/13 by Ben.Marsh
Update UGS to version 1.96
Change 3395635 on 2017/04/17 by Ben.Marsh
UAT: Prefix log output from executing UAT commands through BuildGraph with the name of that command.
Change 3395655 on 2017/04/17 by Ben.Marsh
UAT: Add a command for syncing a DDC over the network (SyncDDC). Allows specifying a maximum size to copy, number of days worth of modified files to copy, and time limit not to be exceeded.
Change 3396989 on 2017/04/17 by Wes.Hunt
CrashReporter configurable tweaks.
* Added QueueWaitingTimeAlertThreshold (used to be hardcoded to 1 min).
- When the queue waiting time gets beyond this many seconds, trigger a slack alert message. Default is 10 min.
- Zero means never alert.
* Added DiskSpaceAvailableAlertInterval (used to be hardcoded to 1 day).
- Interval by which to report disk space availability.
- Default is never (Zero)
* Updated config file to match production config.
#codereview:jin.zhang
Change 3397656 on 2017/04/18 by Ben.Marsh
UBT: Allow modules to opt-out of getting the default include paths from being added, by setting bAddDefaultIncludePaths = false from their build.cs file.
Change 3397677 on 2017/04/18 by Robert.Manuszewski
PR #3167 : Adding more descriptive error text to DetatchLinker error check (by rooneym)
Change 3397722 on 2017/04/18 by Robert.Manuszewski
PR #2252: Increase linker reporting for failed imports (Contributed by FineRedMist)
Change 3397739 on 2017/04/18 by Richard.Hinckley
#jira UE-44100
Fixed SanitizePackageName() to remove double-slash, triple-slash, etc. from package names. Also updated CreatePackage() to call SanitizePackageName() before creating.
Change 3398023 on 2017/04/18 by Ben.Marsh
PR #3105: Cook/package with editor and debugger attached (Contributed by projectgheist)
Change 3398095 on 2017/04/18 by Ben.Marsh
PR #3051: Generate map file from UAT (Contributed by projectgheist)
Change 3398212 on 2017/04/18 by Ben.Marsh
PR #2915: UE-38232: Removed duplicate stats (Contributed by projectgheist)
Change 3399304 on 2017/04/19 by Ben.Marsh
UGS: Prevent editor target files being removed when running custom tools.
Change 3399306 on 2017/04/19 by Robert.Manuszewski
Moved InitPropertiesFromCustomList to UbLueprintGeneratedClass and made it thread safe
Change 3399729 on 2017/04/19 by Steve.Robb
Simple optimization to TBitArray::RemoveAt() when all removed bits are at the end of the array.
RemoveAtSwap() now simply decrements the count instead of calling RemoveAt().
Checks for a positive count added to RemoveAt() and RemoveAtSwap().
Change 3399750 on 2017/04/19 by Jin.Zhang
Order branch alphabetically #RB
Change 3400186 on 2017/04/19 by Steve.Robb
Per-header generated code.
Change 3401458 on 2017/04/20 by Steve.Robb
Static log categories moved out of headers to prevent duplicates when the header is included multiple times.
#jira UE-37507
Change 3401657 on 2017/04/20 by Gil.Gribb
UE4 - Simplified and reworked lock free lists and the task graph bringing all platforms under the same scheme.
Change 3401735 on 2017/04/20 by Gil.Gribb
UE4 - Updated apple platform atomics with a new clang version which is intended to be shared among all clang platforms.
Change 3403362 on 2017/04/21 by Steve.Robb
Algo::Sort() fixed to support C arrays.
Size+count versions of Also::IsSorted() deprecated.
Algo::IsSortedBy() added.
Algo::FindBy() added to allow an element to be found by projection.
Simplifications and generalizations.
Change 3404017 on 2017/04/21 by Ben.Marsh
Fix issue where referenced plugin descriptors were missing from console builds, and prevent monolithic builds from offering to disable missing plugins.
Change 3405299 on 2017/04/24 by Steve.Robb
Clarified the class of the incompatible function in the error message about incompatible BP event specifiers.
#jira UE-35106
Change 3405302 on 2017/04/24 by Ben.Marsh
UBT: Allow excluding documentation from generated project files, by setting <ProjectFileGenerator><bIncludeDocumentation>false</bIncludeDocumentation></ProjectFileGenerator> in the XML configuration file.
Change 3405629 on 2017/04/24 by Ben.Marsh
Rename CPPEnvironment to CppCompileEnvironment, to reflect the class name.
Change 3406431 on 2017/04/24 by Ben.Marsh
UAT: Fix incorrect handling of P4SubmitOptions when multiple values are present.
Change 3406670 on 2017/04/24 by Ben.Marsh
UBT: Enable warnings for classes with virtual functions and no virtual destructor (C4265 on Windows, -fdelete-non-virtual-dtor on Clang).
Change 3407080 on 2017/04/25 by Gil.Gribb
UE4 - Critical fix: Propoerly disambiguate imports with the same name and the same outer name. This fixes an assert: LocalExportIndex.IsNull.
Change 3407486 on 2017/04/25 by Gil.Gribb
UE4 - Made changes so that servers, programs and non-engine executables do not create background or high priority threads.
Change 3407495 on 2017/04/25 by Gil.Gribb
UE4 - Tweaked out XBox and Windows low level file IO.
Change 3407497 on 2017/04/25 by Gil.Gribb
UE4 - Fixed bug in the pak precacher that would result in blocks being discarded too soon, which, in turn, resulted in redudnant reads.
Change 3407705 on 2017/04/25 by Ben.Marsh
Removing most of the junk in DotNETUtilities.
Change 3409701 on 2017/04/26 by Ben.Marsh
Disable another static analyzer warning for third party libraries.
Change 3410074 on 2017/04/26 by Daniel.Lamb
Network platform file runs heart beats and responds to modified file changes.
Cook on the fly server in the editor (COTS) now detects changes to content and notifies client.
Fixed issue with network platform file not using correct sandbox.
#test cook on the side shootergame
Change 3411131 on 2017/04/27 by Steve.Robb
TIsTriviallyDestructible now supports forward-declared enums.
Change 3411186 on 2017/04/27 by Steve.Robb
Fix for #includes in generated code for Within classes which are in a different module from the generated class.
Change 3411917 on 2017/04/27 by Steve.Robb
Fixes to pushing/popping the CPP macro.
Change 3411966 on 2017/04/27 by Steve.Robb
Include spam reduced in generated code.
Change 3412155 on 2017/04/27 by Ben.Marsh
Fix for PVS Studio warning: VFOVInRadians used instead of HFOVInRadians.
Change 3412223 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Calling SetHelperA.Num() twice.
Change 3412273 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Duplicated variable name.
Change 3412511 on 2017/04/27 by Ben.Marsh
PR #3462: Fixed PVS-Studio issues (Part 1) (Contributed by PaulEremeeff)
Change 3412582 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code
Change 3413136 on 2017/04/28 by Robert.Manuszewski
Helper functions for dissolving specific GC clusters
Change 3413310 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code.
Change 3413341 on 2017/04/28 by Gil.Gribb
UE4 - Add prestream capability to allow us to preload always loaded sublevels. Only turned on for Shootergame.
Change 3413351 on 2017/04/28 by Ben.Marsh
Include code analysis macros directly from Platform.h, so that macros are available to everything.
Change 3413352 on 2017/04/28 by Ben.Marsh
Fixing a few more PVS studio warnings.
Change 3413437 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Comparison is always true.
Change 3413759 on 2017/04/28 by Ben.Marsh
Suppressing warnings for PVS-Studio.
Change 3413784 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning.
Change 3413898 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning: Same conditional is checked twice.
Change 3413915 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning: LHS of expression is identical to RHS.
Change 3413989 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: If CurrentGraph->SubGraphs.Num() == 1, it will always enter the first conditional block.
Change 3414053 on 2017/04/28 by Ben.Marsh
More PVS-Studio fixes.
Change 3414062 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Pointer to object goes out of scope without being freed.
Change 3414070 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Fix incorrect condition.
Change 3414071 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Array index is always zero.
Change 3414116 on 2017/04/28 by Ben.Marsh
BuildGraph: Allow marking compile tasks as unsuitable for use with the parallel executor, via an AllowParallelExecutor="false" attribute.
Change 3414160 on 2017/04/28 by Ben.Marsh
Add support for running PVS-Studio through UnrealBuildTool. To use, pass -StaticAnalyzer=PVSStudio to the build command line (similarly, the Visual C++ analyzer can now be invoked using -StaticAnalyzer=VisualCpp). A log file will be written to the Engine/Saved/PVS-Studio or <Project>/Saved/PVS-Studio directory containing diagnostics, which can be opened using the "unparsed output" filter in the PVS-Studio standalone application. High priority warnings are printed to stdout.
Change 3414237 on 2017/04/28 by Ben.Marsh
EC: Allow disabling and enabling the log preprocessor via special markers in the log.
To disable: <-- Suspend Log Parsing -->
To enable: <-- Resume Log Parsing -->
Change 3414343 on 2017/04/28 by Ben.Marsh
UBT: Exclude ThirdParty folders from PVS output.
Change 3414392 on 2017/04/28 by Ben.Marsh
Fix regular strings being casted to BSTRs; BSTRs have a hidden length prefix in the two bytes before the first character, so passing a regular TCHAR* is reading random memory.
Change 3414459 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Object goes out of scope without being freed.
Change 3414495 on 2017/04/28 by Ben.Marsh
Suppress some more PVS-Studio warnings.
Change 3414514 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Testing WorldType being equal to EditorPreview and not equal to Inactive is redundant; changing to match description in comment instead.
Change 3414526 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Variable assigned to itself has no effect.
Change 3415183 on 2017/04/29 by Ben.Marsh
Fix conflict in macro definitions for ENABLE_HTTP_FOR_NFS - rename the macro defined by NetworkFile to ENABLE_HTTP_FOR_NF. Hopefully fix CIS.
Change 3415765 on 2017/05/01 by Ben.Marsh
Suppressing PVS-Studio warning to get things building cleanly. Not sure if FContentHelper is being leaked or not.
Change 3415853 on 2017/05/01 by Ben.Marsh
EC: Fix jobs never completing if a "Sync & Build" step fails. Dependent jobs should evaluate their run conditions as soon as the parent step finishes, rather than waiting for child job steps to be created.
Change 3416138 on 2017/05/01 by Ben.Marsh
Fix Fortnite cook failures. Not sure what the exact problem is here, but my hunch is that discarded "const" causes blueprint compile failures due to not being able to connect output pins between nodes for overloaded functions, or something like that.
Change 3416309 on 2017/05/01 by Ben.Marsh
Build: Fix node names for static analysis.
Change 3416360 on 2017/05/01 by Ben.Marsh
UBT: Remove unused arguments to PrepForUATPackageOrDeploy for Windows.
Change 3416398 on 2017/05/01 by Daniel.Lamb
Cook on the fly NetworkFileServerConnection Remove FileModifiedCallback delegate when the connection is closed.
#test Cook on the side shootergame.
Change 3416826 on 2017/05/01 by Daniel.Lamb
Added callback to game when files are requested reload from networkfileserver.
Game will need to unload / reload effected objects.
Working on simple reload capability in shootergame.
#test Cook on the side shootergame with reloading
Change 3417983 on 2017/05/02 by Ben.Marsh
EC: Remove warning for lines not matching p4 tag syntax when running preflights; multi-line descriptions in shelved changelists break this pattern.
Change 3418747 on 2017/05/02 by Steve.Robb
Fix for const pointer properties.
Fix for UHT debugging manifest.
Test added for pointer properties.
Change 3420477 on 2017/05/03 by Gil.Gribb
UE4 - Removed check from windows async IO layer.
[CL 3421020 by Ben Marsh in Main branch]
2017-05-03 14:18:32 -04:00
/** Specifies whether to include an installer for prerequisites of packaged games, such as redistributable operating system components, on platforms that support it. */
UPROPERTY ( config , EditAnywhere , Category = Prerequisites , meta = ( DisplayName = " Include prerequisites installer " ) )
2014-09-23 13:55:06 -04:00
bool IncludePrerequisites ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3420477)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3386262 on 2017/04/10 by Ben.Marsh
Add app-local deployment of DirectX components that are no longer included with newer versions of Windows by default (XAudio 2.7, XInput 1.3). Also add a one-click button to the packaging settings to include the default app-local dependencies, rather than having to specify the path.
Change 3386999 on 2017/04/10 by Ben.Marsh
Plugins: Add support for explicit dependencies from one plugin onto another. Required plugins can be configured in an identical manner to project files, by adding a "Plugins" key to the .uplugin file. Dependencies are automatically built and loaded, and the plugin browser will warn if you try to disable a plugin that something else has a dependency on.
Change 3387073 on 2017/04/10 by Ben.Marsh
Move FLightPropagationRuntimeSettings into the Renderer module, to remove engine dependency on a plugin.
Change 3387988 on 2017/04/11 by Steve.Robb
Comments added to clarify the role of DestructItem and DestructItems.
Change 3388085 on 2017/04/11 by Ben.Marsh
UBT: Fix bEnabled flag on plugin references being ignored. Now collect up all the plugin references in order of priority before creating plugin instances for them. Fixes CIS fail for UT.
Change 3390048 on 2017/04/12 by Richard.Hinckley
#jira UE-43876
Fixed description of Streaming settings (within Project Settings).
Change 3390697 on 2017/04/12 by Steve.Robb
CLASS_PointersDefaultToAutoWeak and CLASS_PointersDefaultToWeak removed.
Change 3390711 on 2017/04/12 by Steve.Robb
AGRESSIVE_ARRAY_FORCEINLINE removed.
Change 3392167 on 2017/04/13 by Robert.Manuszewski
UObject can be added to GC cluster only if all of its Outers can also be added to it.
Fixing asserts caused by components that are added to GC clusters even if their owner actors that can't be in GC clusters.
#jira UE-42948
Change 3392309 on 2017/04/13 by Robert.Manuszewski
When adding objects to clusters after these clusters have been created it's possible to come across objects that are already in the cluster we're adding the object to so instead of crashing, allow it.
Change 3392620 on 2017/04/13 by Ben.Marsh
UGS: Only check for updates every 5 minutes.
Change 3392623 on 2017/04/13 by Ben.Marsh
UGS: Only poll for new changes every 60 seconds.
Change 3392744 on 2017/04/13 by Ben.Marsh
UGS: Query changelist descriptions individually to determine whether changes affect code or content, to hopefully reduce Perforce server load.
Change 3392874 on 2017/04/13 by Ben.Marsh
UGS: Allow specifying regexes in the project config file which filters which changes to be displayed. Useful for changes submitted by build machines, updates to collections, etc...
Change 3392878 on 2017/04/13 by Ben.Marsh
Update UGS to version 1.96
Change 3395635 on 2017/04/17 by Ben.Marsh
UAT: Prefix log output from executing UAT commands through BuildGraph with the name of that command.
Change 3395655 on 2017/04/17 by Ben.Marsh
UAT: Add a command for syncing a DDC over the network (SyncDDC). Allows specifying a maximum size to copy, number of days worth of modified files to copy, and time limit not to be exceeded.
Change 3396989 on 2017/04/17 by Wes.Hunt
CrashReporter configurable tweaks.
* Added QueueWaitingTimeAlertThreshold (used to be hardcoded to 1 min).
- When the queue waiting time gets beyond this many seconds, trigger a slack alert message. Default is 10 min.
- Zero means never alert.
* Added DiskSpaceAvailableAlertInterval (used to be hardcoded to 1 day).
- Interval by which to report disk space availability.
- Default is never (Zero)
* Updated config file to match production config.
#codereview:jin.zhang
Change 3397656 on 2017/04/18 by Ben.Marsh
UBT: Allow modules to opt-out of getting the default include paths from being added, by setting bAddDefaultIncludePaths = false from their build.cs file.
Change 3397677 on 2017/04/18 by Robert.Manuszewski
PR #3167 : Adding more descriptive error text to DetatchLinker error check (by rooneym)
Change 3397722 on 2017/04/18 by Robert.Manuszewski
PR #2252: Increase linker reporting for failed imports (Contributed by FineRedMist)
Change 3397739 on 2017/04/18 by Richard.Hinckley
#jira UE-44100
Fixed SanitizePackageName() to remove double-slash, triple-slash, etc. from package names. Also updated CreatePackage() to call SanitizePackageName() before creating.
Change 3398023 on 2017/04/18 by Ben.Marsh
PR #3105: Cook/package with editor and debugger attached (Contributed by projectgheist)
Change 3398095 on 2017/04/18 by Ben.Marsh
PR #3051: Generate map file from UAT (Contributed by projectgheist)
Change 3398212 on 2017/04/18 by Ben.Marsh
PR #2915: UE-38232: Removed duplicate stats (Contributed by projectgheist)
Change 3399304 on 2017/04/19 by Ben.Marsh
UGS: Prevent editor target files being removed when running custom tools.
Change 3399306 on 2017/04/19 by Robert.Manuszewski
Moved InitPropertiesFromCustomList to UbLueprintGeneratedClass and made it thread safe
Change 3399729 on 2017/04/19 by Steve.Robb
Simple optimization to TBitArray::RemoveAt() when all removed bits are at the end of the array.
RemoveAtSwap() now simply decrements the count instead of calling RemoveAt().
Checks for a positive count added to RemoveAt() and RemoveAtSwap().
Change 3399750 on 2017/04/19 by Jin.Zhang
Order branch alphabetically #RB
Change 3400186 on 2017/04/19 by Steve.Robb
Per-header generated code.
Change 3401458 on 2017/04/20 by Steve.Robb
Static log categories moved out of headers to prevent duplicates when the header is included multiple times.
#jira UE-37507
Change 3401657 on 2017/04/20 by Gil.Gribb
UE4 - Simplified and reworked lock free lists and the task graph bringing all platforms under the same scheme.
Change 3401735 on 2017/04/20 by Gil.Gribb
UE4 - Updated apple platform atomics with a new clang version which is intended to be shared among all clang platforms.
Change 3403362 on 2017/04/21 by Steve.Robb
Algo::Sort() fixed to support C arrays.
Size+count versions of Also::IsSorted() deprecated.
Algo::IsSortedBy() added.
Algo::FindBy() added to allow an element to be found by projection.
Simplifications and generalizations.
Change 3404017 on 2017/04/21 by Ben.Marsh
Fix issue where referenced plugin descriptors were missing from console builds, and prevent monolithic builds from offering to disable missing plugins.
Change 3405299 on 2017/04/24 by Steve.Robb
Clarified the class of the incompatible function in the error message about incompatible BP event specifiers.
#jira UE-35106
Change 3405302 on 2017/04/24 by Ben.Marsh
UBT: Allow excluding documentation from generated project files, by setting <ProjectFileGenerator><bIncludeDocumentation>false</bIncludeDocumentation></ProjectFileGenerator> in the XML configuration file.
Change 3405629 on 2017/04/24 by Ben.Marsh
Rename CPPEnvironment to CppCompileEnvironment, to reflect the class name.
Change 3406431 on 2017/04/24 by Ben.Marsh
UAT: Fix incorrect handling of P4SubmitOptions when multiple values are present.
Change 3406670 on 2017/04/24 by Ben.Marsh
UBT: Enable warnings for classes with virtual functions and no virtual destructor (C4265 on Windows, -fdelete-non-virtual-dtor on Clang).
Change 3407080 on 2017/04/25 by Gil.Gribb
UE4 - Critical fix: Propoerly disambiguate imports with the same name and the same outer name. This fixes an assert: LocalExportIndex.IsNull.
Change 3407486 on 2017/04/25 by Gil.Gribb
UE4 - Made changes so that servers, programs and non-engine executables do not create background or high priority threads.
Change 3407495 on 2017/04/25 by Gil.Gribb
UE4 - Tweaked out XBox and Windows low level file IO.
Change 3407497 on 2017/04/25 by Gil.Gribb
UE4 - Fixed bug in the pak precacher that would result in blocks being discarded too soon, which, in turn, resulted in redudnant reads.
Change 3407705 on 2017/04/25 by Ben.Marsh
Removing most of the junk in DotNETUtilities.
Change 3409701 on 2017/04/26 by Ben.Marsh
Disable another static analyzer warning for third party libraries.
Change 3410074 on 2017/04/26 by Daniel.Lamb
Network platform file runs heart beats and responds to modified file changes.
Cook on the fly server in the editor (COTS) now detects changes to content and notifies client.
Fixed issue with network platform file not using correct sandbox.
#test cook on the side shootergame
Change 3411131 on 2017/04/27 by Steve.Robb
TIsTriviallyDestructible now supports forward-declared enums.
Change 3411186 on 2017/04/27 by Steve.Robb
Fix for #includes in generated code for Within classes which are in a different module from the generated class.
Change 3411917 on 2017/04/27 by Steve.Robb
Fixes to pushing/popping the CPP macro.
Change 3411966 on 2017/04/27 by Steve.Robb
Include spam reduced in generated code.
Change 3412155 on 2017/04/27 by Ben.Marsh
Fix for PVS Studio warning: VFOVInRadians used instead of HFOVInRadians.
Change 3412223 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Calling SetHelperA.Num() twice.
Change 3412273 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Duplicated variable name.
Change 3412511 on 2017/04/27 by Ben.Marsh
PR #3462: Fixed PVS-Studio issues (Part 1) (Contributed by PaulEremeeff)
Change 3412582 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code
Change 3413136 on 2017/04/28 by Robert.Manuszewski
Helper functions for dissolving specific GC clusters
Change 3413310 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code.
Change 3413341 on 2017/04/28 by Gil.Gribb
UE4 - Add prestream capability to allow us to preload always loaded sublevels. Only turned on for Shootergame.
Change 3413351 on 2017/04/28 by Ben.Marsh
Include code analysis macros directly from Platform.h, so that macros are available to everything.
Change 3413352 on 2017/04/28 by Ben.Marsh
Fixing a few more PVS studio warnings.
Change 3413437 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Comparison is always true.
Change 3413759 on 2017/04/28 by Ben.Marsh
Suppressing warnings for PVS-Studio.
Change 3413784 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning.
Change 3413898 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning: Same conditional is checked twice.
Change 3413915 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning: LHS of expression is identical to RHS.
Change 3413989 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: If CurrentGraph->SubGraphs.Num() == 1, it will always enter the first conditional block.
Change 3414053 on 2017/04/28 by Ben.Marsh
More PVS-Studio fixes.
Change 3414062 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Pointer to object goes out of scope without being freed.
Change 3414070 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Fix incorrect condition.
Change 3414071 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Array index is always zero.
Change 3414116 on 2017/04/28 by Ben.Marsh
BuildGraph: Allow marking compile tasks as unsuitable for use with the parallel executor, via an AllowParallelExecutor="false" attribute.
Change 3414160 on 2017/04/28 by Ben.Marsh
Add support for running PVS-Studio through UnrealBuildTool. To use, pass -StaticAnalyzer=PVSStudio to the build command line (similarly, the Visual C++ analyzer can now be invoked using -StaticAnalyzer=VisualCpp). A log file will be written to the Engine/Saved/PVS-Studio or <Project>/Saved/PVS-Studio directory containing diagnostics, which can be opened using the "unparsed output" filter in the PVS-Studio standalone application. High priority warnings are printed to stdout.
Change 3414237 on 2017/04/28 by Ben.Marsh
EC: Allow disabling and enabling the log preprocessor via special markers in the log.
To disable: <-- Suspend Log Parsing -->
To enable: <-- Resume Log Parsing -->
Change 3414343 on 2017/04/28 by Ben.Marsh
UBT: Exclude ThirdParty folders from PVS output.
Change 3414392 on 2017/04/28 by Ben.Marsh
Fix regular strings being casted to BSTRs; BSTRs have a hidden length prefix in the two bytes before the first character, so passing a regular TCHAR* is reading random memory.
Change 3414459 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Object goes out of scope without being freed.
Change 3414495 on 2017/04/28 by Ben.Marsh
Suppress some more PVS-Studio warnings.
Change 3414514 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Testing WorldType being equal to EditorPreview and not equal to Inactive is redundant; changing to match description in comment instead.
Change 3414526 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Variable assigned to itself has no effect.
Change 3415183 on 2017/04/29 by Ben.Marsh
Fix conflict in macro definitions for ENABLE_HTTP_FOR_NFS - rename the macro defined by NetworkFile to ENABLE_HTTP_FOR_NF. Hopefully fix CIS.
Change 3415765 on 2017/05/01 by Ben.Marsh
Suppressing PVS-Studio warning to get things building cleanly. Not sure if FContentHelper is being leaked or not.
Change 3415853 on 2017/05/01 by Ben.Marsh
EC: Fix jobs never completing if a "Sync & Build" step fails. Dependent jobs should evaluate their run conditions as soon as the parent step finishes, rather than waiting for child job steps to be created.
Change 3416138 on 2017/05/01 by Ben.Marsh
Fix Fortnite cook failures. Not sure what the exact problem is here, but my hunch is that discarded "const" causes blueprint compile failures due to not being able to connect output pins between nodes for overloaded functions, or something like that.
Change 3416309 on 2017/05/01 by Ben.Marsh
Build: Fix node names for static analysis.
Change 3416360 on 2017/05/01 by Ben.Marsh
UBT: Remove unused arguments to PrepForUATPackageOrDeploy for Windows.
Change 3416398 on 2017/05/01 by Daniel.Lamb
Cook on the fly NetworkFileServerConnection Remove FileModifiedCallback delegate when the connection is closed.
#test Cook on the side shootergame.
Change 3416826 on 2017/05/01 by Daniel.Lamb
Added callback to game when files are requested reload from networkfileserver.
Game will need to unload / reload effected objects.
Working on simple reload capability in shootergame.
#test Cook on the side shootergame with reloading
Change 3417983 on 2017/05/02 by Ben.Marsh
EC: Remove warning for lines not matching p4 tag syntax when running preflights; multi-line descriptions in shelved changelists break this pattern.
Change 3418747 on 2017/05/02 by Steve.Robb
Fix for const pointer properties.
Fix for UHT debugging manifest.
Test added for pointer properties.
Change 3420477 on 2017/05/03 by Gil.Gribb
UE4 - Removed check from windows async IO layer.
[CL 3421020 by Ben Marsh in Main branch]
2017-05-03 14:18:32 -04:00
/** Specifies whether to include prerequisites alongside the game executable. */
UPROPERTY ( config , EditAnywhere , Category = Prerequisites , meta = ( DisplayName = " Include app-local prerequisites " ) )
bool IncludeAppLocalPrerequisites ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358140 on 2017/03/22 by Rolando.Caloca
DR - Fix copy to cube face
- Compile fix when using dump layer
- Add new error enum
Change 3358301 on 2017/03/22 by Mitchell.Wilson
Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.
Change 3358477 on 2017/03/22 by Mitchell.Wilson
Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.
Change 3358529 on 2017/03/22 by Mark.Satterthwaite
Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.
Change 3358745 on 2017/03/22 by Mark.Satterthwaite
Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.
Change 3358837 on 2017/03/22 by Joe.Graf
Merge of pull request #3214 for the RenderDocPlugin
#CodeReview: matt.kuhlenschmidt, marcus.wassmer
#rb: marcus.wassmer
Change 3359112 on 2017/03/22 by Ben.Salem
Update perf monitor to include frame time by default. Also, use only game/PIE world timers when in editor, instead of all worlds combined.
#tests Ran several Showdown test runs with plugin!
Change 3359363 on 2017/03/22 by Joe.Graf
First pass at non-unity & no pch compilation
Change 3359449 on 2017/03/22 by Joe.Graf
Added missing null check when exporting a EXR on Linux (UE-40268)
#CodeReview: dmitry.rekman
#rb: n/a
Change 3360349 on 2017/03/23 by Guillaume.Abadie
Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.
#jira UE-42920
Change 3360405 on 2017/03/23 by Marcus.Wassmer
Better method for detecting Kepler
Change 3360718 on 2017/03/23 by Daniel.Wright
Planar reflections handle views smaller than the render target in a general way
* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
* Planar reflections are now supported in splitscreen
Change 3360758 on 2017/03/23 by Daniel.Wright
[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead
Change 3360762 on 2017/03/23 by Daniel.Wright
[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool
Change 3360768 on 2017/03/23 by Daniel.Wright
[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram
Change 3360770 on 2017/03/23 by Daniel.Wright
[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox
Change 3360771 on 2017/03/23 by Daniel.Wright
[Copy] Particle lights no longer force tiled deferred lighting. Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen. Saves 1.5ms Xbox with one particle light.
Change 3360774 on 2017/03/23 by Daniel.Wright
[Copy] Distance field cvar comments
Change 3360782 on 2017/03/23 by Daniel.Wright
[Copy] Disabled selection color on Volume materials
Change 3360795 on 2017/03/23 by Daniel.Wright
[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption. Albedo is [0-1] reflectance, while Extinction is a world space density.
Change 3360799 on 2017/03/23 by Daniel.Wright
[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y
Change 3360806 on 2017/03/23 by Daniel.Wright
[Copy] Fixed volumetric fog being offset when viewport min is not 0
Change 3360809 on 2017/03/23 by Daniel.Wright
[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot. Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.
Change 3361651 on 2017/03/23 by Brian.Karis
Higher quality sharp SSR at quality 4
Change 3361678 on 2017/03/23 by Brian.Karis
Fresnel darkens diffuse for clearcoat.
Change 3361683 on 2017/03/23 by Brian.Karis
Fixed SSR artifact
Change 3361691 on 2017/03/23 by Brian.Karis
Chagned min roughness limit
Change 3361707 on 2017/03/23 by Brian.Karis
Added inverse film tone map
Change 3361726 on 2017/03/23 by Brian.Karis
Better precision inverse
Change 3361758 on 2017/03/23 by Brian.Karis
Material flag normal curvature to roughness is no longer forward only.
Change 3361765 on 2017/03/23 by Brian.Karis
Update ACES
Change 3361774 on 2017/03/23 by Brian.Karis
Cleaned up alpha support and disabled screen edge clipping.
Change 3362478 on 2017/03/24 by Guillaume.Abadie
Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.
#author Brian.Karis
#jira UE-42920
Change 3362738 on 2017/03/24 by Rolando.Caloca
DR - Hide scene capture on IF
Change 3362890 on 2017/03/24 by Guillaume.Abadie
Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha
Change 3363665 on 2017/03/24 by Mark.Satterthwaite
PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)
Change 3363866 on 2017/03/24 by Arne.Schober
DR - Updated NVAPI
#RB Marcus.Wassmer
Change 3364300 on 2017/03/24 by Brian.Karis
SSR use dynamic velocity
Change 3364372 on 2017/03/24 by Brian.Karis
Fix changing off axis projection velocities.
Change 3364373 on 2017/03/24 by Brian.Karis
Enabled velocity drawing in scene captures
Change 3365531 on 2017/03/27 by Guillaume.Abadie
Computes the material's screen position material expression directly from the pixel shader SvPosition
Change 3365764 on 2017/03/27 by Chris.Bunner
Lowering severity of crash for missing values in scalability.ini.
#jira UE-41331
Change 3365916 on 2017/03/27 by Guillaume.Abadie
Exposes the viewport offset within the view property material expression
Change 3365979 on 2017/03/27 by Brian.Karis
Fixed skylight intensity from double applying
Change 3365987 on 2017/03/27 by Brian.Karis
Stopped post process indirect lighting intensity from scaling skylight reflections
Change 3365991 on 2017/03/27 by Brian.Karis
Fix for static analysis
Change 3366028 on 2017/03/27 by Daniel.Wright
Volumetric fog supports static shadowing from Stationary lights
* Using bilinear on static shadowmap depths + 1 PCF to smooth out results
Change 3366029 on 2017/03/27 by Daniel.Wright
Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog
Change 3366055 on 2017/03/27 by Guillaume.Abadie
Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.
Change 3366447 on 2017/03/27 by Simon.Tourangeau
Fix IES light profile importer.
- Bug in the LM-63-1986 format importer.
Change 3366836 on 2017/03/27 by Brian.Karis
ClearUAV now supports int types
Change 3367435 on 2017/03/28 by Benjamin.Hyder
Submitting Decal Automation map for initial approval
Change 3367572 on 2017/03/28 by Chris.Bunner
Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.
#jira UE-42989
Change 3367756 on 2017/03/28 by Olaf.Piesche
Niagara material usage flags
Change 3367835 on 2017/03/28 by Marcus.Wassmer
Fix crash when TileRenderer runs before anything else. Make explicit behavior when rendering at a time when there is no valid scene.
Change 3367837 on 2017/03/28 by Marcus.Wassmer
Missed a file.
Change 3367838 on 2017/03/28 by Richard.Wallis
Updated items from original shelved version by Mark Satt:
- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's
**Description below taken from Mark Satt's original verison of this in CL3343280**
Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.
Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.
- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
- This bumps the object version and will cause all content to recook.
- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).
Change 3367854 on 2017/03/28 by Mark.Satterthwaite
Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.
Change 3367877 on 2017/03/28 by Brian.Karis
Fixed linux build hopefully
Change 3368001 on 2017/03/28 by Mark.Satterthwaite
Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.
Change 3368019 on 2017/03/28 by Mark.Satterthwaite
And another fix for Windows compilation of MetalShaderFormat.
Change 3368042 on 2017/03/28 by Mark.Satterthwaite
And a couple of simpler MSVC errors.
Change 3368271 on 2017/03/28 by Mark.Satterthwaite
Make SceneRenderTargets compile again.
Change 3368691 on 2017/03/28 by Daniel.Wright
[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis
Change 3369689 on 2017/03/29 by Marcus.Wassmer
Fix non editor compile for now
Change 3369862 on 2017/03/29 by Marcus.Wassmer
Get the rest of the things compiling again.
Change 3369896 on 2017/03/29 by Chris.Bunner
Enabling AMD HDR support by default.
#jira UE-42113
Change 3370535 on 2017/03/29 by Marcus.Wassmer
DR - Fix template explicit instantiation for ClearUAV permutations
#RB Brian.Karis, Arne.Schober
Change 3370704 on 2017/03/29 by Rolando.Caloca
DR - Rewrote GPU Skin Cache
- Per section buffers
- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
Copied from 3370529
Change 3371389 on 2017/03/30 by Richard.Wallis
Remove temp working directories after archive packages built.
Change 3371641 on 2017/03/30 by Rolando.Caloca
DR - Copy 3371640 (fix mem leak)
Change 3372436 on 2017/03/30 by Uriel.Doyon
Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.
Removed the limitation of only processing UMeshComponent when handling spawed primitive.
This releases the level manager from having to manage dynamic primitives.
This improves performance by not having to manage dynamic references in the level manager.
Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
many cases automatically where previously a manual callback to notify would have been required.
Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
because of lack of references in the streamer.
Change 3372740 on 2017/03/30 by Chris.Bunner
[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
StencilSceneTexture added to deferred list.
A few known issues to be fixed in a follow-up CL.
Change 3372765 on 2017/03/30 by Uriel.Doyon
Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update
Change 3372979 on 2017/03/30 by Richard.Hinckley
#jira UE-43501
The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.
Change 3373053 on 2017/03/30 by Simon.Tourangeau
LPV Fade support
- mostly integrated from CL 2959511
Change 3373272 on 2017/03/30 by Uriel.Doyon
Added support for the concurrent update of dynamic primitives by the streaming manager.
Change 3373450 on 2017/03/30 by Rolando.Caloca
DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
Copy 3373364
#jira UE-43492
Change 3373470 on 2017/03/30 by Marcus.Wassmer
Nvidia Aftermath support
Change 3374187 on 2017/03/31 by Chris.Bunner
Volume texture support for CombineLUTs/Tonemap compute pass.
Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
Skip compute post process out-of-bounds writes.
Unsigned type conversion fixes.
Trimmed compute post process shader inputs.
Change 3374233 on 2017/03/31 by Chris.Bunner
Removed several redundant post process compute fences and resource transitions.
Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).
Change 3374412 on 2017/03/31 by Rolando.Caloca
DR - Fix static analysis
Change 3374544 on 2017/03/31 by Richard.Wallis
FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.
Future Work
- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock
Change 3374588 on 2017/03/31 by Richard.Wallis
Windows Compile Fixes
Change 3374810 on 2017/03/31 by Benjamin.Hyder
updating recommended GPU drivers
Change 3375207 on 2017/03/31 by Rolando.Caloca
DR - vk - Fixed swapchain format selection for some Linux platforms
Change 3375248 on 2017/03/31 by Rolando.Caloca
DR - vk - Prefer D32S8
Change 3375495 on 2017/03/31 by Rolando.Caloca
DR - vk - Update to sdk 1.0.42.2
Change 3375496 on 2017/03/31 by Rolando.Caloca
DR - Force compiling with updated Vulkan SDK
Change 3375636 on 2017/03/31 by Mark.Satterthwaite
Copying Metal improvements from task stream, with some modifications:
- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
- Support for Apple's Instruments "Points of Interest" tool.
- Consolidation of some Mac & iOS compiler, memory and thread handling code.
- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
- Improvements to the internal FMetalDebug layer, still off by default.
- Limited support for Xcode automatic code-signing for iOS/tvOS.
- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
- Smattering of lesser fixes.
Change 3375654 on 2017/03/31 by Mark.Satterthwaite
Incremental Windows build fix.
Change 3375656 on 2017/04/01 by Mark.Satterthwaite
Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).
Change 3375797 on 2017/04/01 by Mark.Satterthwaite
Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...
Change 3375798 on 2017/04/01 by Mark.Satterthwaite
Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.
Change 3375835 on 2017/04/01 by Mark.Satterthwaite
Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.
Change 3376143 on 2017/04/02 by Mark.Satterthwaite
Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.
Change 3376324 on 2017/04/03 by Chris.Bunner
Fixed cvar re-registration log spam and flagged a testing-only cvar as such.
Change 3376726 on 2017/04/03 by Benjamin.Hyder
Submitting initial HDR test map (WIP)
Change 3376756 on 2017/04/03 by Guillaume.Abadie
Fixes scene captures ordering's backward compatibility.
Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.
Change 3377378 on 2017/04/03 by Arne.Schober
DR - Fix ShaderRecompiling over and over again
#RB Chris.Bunner
Change 3377512 on 2017/04/03 by Daniel.Wright
[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events
Change 3377518 on 2017/04/03 by Daniel.Wright
[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12
Change 3377526 on 2017/04/03 by Daniel.Wright
[Copy] "Ran out of GPU queries!" log only happens once
Change 3377535 on 2017/04/03 by Daniel.Wright
[Copy] Fixed unreferenced local variable
Change 3377539 on 2017/04/03 by Daniel.Wright
[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages
Change 3377546 on 2017/04/03 by Daniel.Wright
[Copy] Added r.LightMaxDrawDistanceScale for local light scalability
Change 3377553 on 2017/04/03 by Daniel.Wright
[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path
Change 3377560 on 2017/04/03 by Daniel.Wright
[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes
Change 3377565 on 2017/04/03 by Daniel.Wright
[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)
Change 3377572 on 2017/04/03 by Daniel.Wright
[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC
Change 3377586 on 2017/04/03 by Daniel.Wright
Fixed compile error
Change 3377699 on 2017/04/03 by David.Hill
FFT Code. Moved over from raven and refactored
#review-3374589 @guillaume.abadie
Change 3377910 on 2017/04/03 by David.Hill
GPU FFT: Fix Linux Build
adding a missing template<> to an IMPLEMENT_SHADER_TYPE
Change 3378751 on 2017/04/04 by Marcus.Wassmer
HQ particle lights now spawn attached to the same socket as their parent module.
Change 3378819 on 2017/04/04 by Richard.Wallis
Should be no need to protect shader cache against RHI thread now.
Change 3378823 on 2017/04/04 by Richard.Wallis
FRHIShaderLibrary Opaque Type
- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.
Change 3378883 on 2017/04/04 by Arne.Schober
DR - Fix DCC build
Change 3378885 on 2017/04/04 by Richard.Wallis
Metal resource cast compile fix post merge.
Change 3378946 on 2017/04/04 by Chris.Bunner
SM4 assert fix.
Change 3378953 on 2017/04/04 by Chris.Bunner
Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
Allowed material nodes to opt out of mask-based pin coloration.
#tests Compiled most Paragon materials + QAGame test maps.
#jira UE-39885
Change 3379189 on 2017/04/04 by Arne.Schober
DR - Fix aftermath staging
Change 3379229 on 2017/04/04 by Arne.Schober
DR - Fix missing include
Change 3379374 on 2017/04/04 by Mark.Satterthwaite
Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.
Change 3379505 on 2017/04/04 by Rolando.Caloca
DR - Fix mismatched interpolators
Change 3379539 on 2017/04/04 by Mark.Satterthwaite
No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...
#jira UE-43626
Change 3379561 on 2017/04/04 by Rolando.Caloca
DR - Fix root signature issues on D3D12 PC
Change 3379590 on 2017/04/04 by Mark.Satterthwaite
Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.
#jira UE-43626
Change 3379917 on 2017/04/04 by Uriel.Doyon
Fix to input mismatch
Change 3380578 on 2017/04/05 by Chris.Bunner
Shader type fixes.
#jira UE-43652
Change 3380639 on 2017/04/05 by Rolando.Caloca
DR - Expose GetOrCreate PSO and document
Change 3380821 on 2017/04/05 by Guillaume.Abadie
Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()
#jira UE-43642
Change 3381092 on 2017/04/05 by Guillaume.Abadie
Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.
This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.
Change 3381300 on 2017/04/05 by Mark.Satterthwaite
Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.
#jira UE-43597
Change 3381359 on 2017/04/05 by Guillaume.Abadie
Back out changelist 3381092
Change 3381421 on 2017/04/05 by Mark.Satterthwaite
Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.
#jira UE-43689
Change 3381422 on 2017/04/05 by Mark.Satterthwaite
Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.
#jira UE-43691
Change 3381503 on 2017/04/05 by Daniel.Wright
More intuitive controls for Volumetric Fog
* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
* InscatteringColorCubemap is now supported by Volumetric Fog
* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
* Volume Materials have twice the interpolators available
Change 3381527 on 2017/04/05 by Mark.Satterthwaite
Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.
Change 3381671 on 2017/04/05 by Mark.Satterthwaite
Better error message for failure to compile shaders remotely from PC for Metal.
Change 3381769 on 2017/04/05 by Rolando.Caloca
DR - Added lock texture array 2d on Vulkan
Change 3382003 on 2017/04/05 by Mark.Satterthwaite
Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.
Change 3382030 on 2017/04/05 by Zachary.Wilson
Fix compiling Metal text shaders from PC broken in merge from task stream.
#submitter mark.satterthwaite
#jira UE-43652
Change 3382880 on 2017/04/06 by Mark.Satterthwaite
Michael Trepka's CL #3379927:
VolumetricFogVoxelization implementation for Mac
Change 3383315 on 2017/04/06 by Mark.Satterthwaite
Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.
#jira UE-43739
Change 3384639 on 2017/04/07 by Marcus.Wassmer
Move ShaderResource version bump to RenderingObjectVersion
Change 3384704 on 2017/04/07 by Mark.Satterthwaite
Compile fix for merge.
Change 3384933 on 2017/04/07 by Rolando.Caloca
DR - Fix skin cache crash with BP (copy 3384714)
Change 3385104 on 2017/04/07 by Mark.Satterthwaite
Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.
#jira UE-43783
Change 3385105 on 2017/04/07 by Mark.Satterthwaite
Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783
#jira UE-43783
Change 3385118 on 2017/04/07 by Arne.Schober
DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
#RB none
Change 3385149 on 2017/04/07 by Marcus.Wassmer
Fix skincache motion blur
Change 3385189 on 2017/04/07 by Rolando.Caloca
DR - Fix swapchain format for editor on Vulkan
Change 3385287 on 2017/04/07 by Mark.Satterthwaite
Enable SM5 on Intel as of 10.12.4 and later.
Change 3385347 on 2017/04/07 by Rolando.Caloca
DR - Temp fix for GL4 corruption on editor
#jira UE-43785
Change 3385363 on 2017/04/07 by Rolando.Caloca
DR - Actually fix all win platforms for GL bug
#jira UE-43785
Change 3385557 on 2017/04/07 by Arne.Schober
DR - [UE-43205] - Fix mesh paint
#RB none
Change 3385608 on 2017/04/07 by Daniel.Wright
Fixed SampleCmp being used on a non-depth texture, causing a d3d error
Change 3385980 on 2017/04/10 by Rolando.Caloca
DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture
Change 3386042 on 2017/04/10 by Rolando.Caloca
DR - Fix metal merge issue
Change 3386157 on 2017/04/10 by Rolando.Caloca
DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)
Change 3386356 on 2017/04/10 by Chris.Bunner
Resolving merge errors.
Change 3386414 on 2017/04/10 by Chris.Bunner
Resolved merge issue in RendererScene.cpp.
Change 3386700 on 2017/04/10 by Mark.Satterthwaite
Silence documentation warnings.
Change 3387178 on 2017/04/10 by Chris.Bunner
Removed invalid mask correction on MakeMA material nodes.
Change 3388177 on 2017/04/11 by Marcus.Wassmer
Disable ensure that is no longer relevant now that we bind clear colors on texture creation
Change 3388261 on 2017/04/11 by Chris.Bunner
Static analysis fix.
[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -04:00
/**
* By default shader code gets saved inline inside material assets ,
* enabling this option will store only shader code once as individual files
* This will reduce overall package size but might increase loading time
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging )
bool bShareMaterialShaderCode ;
/**
2020-02-15 10:16:44 -05:00
* With this option off , the shader code will be stored in the library essentially in a random order ,
* squarely the same in which the assets were loaded by the cooker . Enabling this will sort the shaders
* by their hash , which makes the shader library more similar between the builds which can help patching , but
* can adversely affect loading times .
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , meta = ( EditCondition = " bShareMaterialShaderCode " ) )
bool bDeterministicShaderCodeOrder ;
/**
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358140 on 2017/03/22 by Rolando.Caloca
DR - Fix copy to cube face
- Compile fix when using dump layer
- Add new error enum
Change 3358301 on 2017/03/22 by Mitchell.Wilson
Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.
Change 3358477 on 2017/03/22 by Mitchell.Wilson
Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.
Change 3358529 on 2017/03/22 by Mark.Satterthwaite
Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.
Change 3358745 on 2017/03/22 by Mark.Satterthwaite
Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.
Change 3358837 on 2017/03/22 by Joe.Graf
Merge of pull request #3214 for the RenderDocPlugin
#CodeReview: matt.kuhlenschmidt, marcus.wassmer
#rb: marcus.wassmer
Change 3359112 on 2017/03/22 by Ben.Salem
Update perf monitor to include frame time by default. Also, use only game/PIE world timers when in editor, instead of all worlds combined.
#tests Ran several Showdown test runs with plugin!
Change 3359363 on 2017/03/22 by Joe.Graf
First pass at non-unity & no pch compilation
Change 3359449 on 2017/03/22 by Joe.Graf
Added missing null check when exporting a EXR on Linux (UE-40268)
#CodeReview: dmitry.rekman
#rb: n/a
Change 3360349 on 2017/03/23 by Guillaume.Abadie
Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.
#jira UE-42920
Change 3360405 on 2017/03/23 by Marcus.Wassmer
Better method for detecting Kepler
Change 3360718 on 2017/03/23 by Daniel.Wright
Planar reflections handle views smaller than the render target in a general way
* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
* Planar reflections are now supported in splitscreen
Change 3360758 on 2017/03/23 by Daniel.Wright
[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead
Change 3360762 on 2017/03/23 by Daniel.Wright
[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool
Change 3360768 on 2017/03/23 by Daniel.Wright
[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram
Change 3360770 on 2017/03/23 by Daniel.Wright
[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox
Change 3360771 on 2017/03/23 by Daniel.Wright
[Copy] Particle lights no longer force tiled deferred lighting. Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen. Saves 1.5ms Xbox with one particle light.
Change 3360774 on 2017/03/23 by Daniel.Wright
[Copy] Distance field cvar comments
Change 3360782 on 2017/03/23 by Daniel.Wright
[Copy] Disabled selection color on Volume materials
Change 3360795 on 2017/03/23 by Daniel.Wright
[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption. Albedo is [0-1] reflectance, while Extinction is a world space density.
Change 3360799 on 2017/03/23 by Daniel.Wright
[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y
Change 3360806 on 2017/03/23 by Daniel.Wright
[Copy] Fixed volumetric fog being offset when viewport min is not 0
Change 3360809 on 2017/03/23 by Daniel.Wright
[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot. Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.
Change 3361651 on 2017/03/23 by Brian.Karis
Higher quality sharp SSR at quality 4
Change 3361678 on 2017/03/23 by Brian.Karis
Fresnel darkens diffuse for clearcoat.
Change 3361683 on 2017/03/23 by Brian.Karis
Fixed SSR artifact
Change 3361691 on 2017/03/23 by Brian.Karis
Chagned min roughness limit
Change 3361707 on 2017/03/23 by Brian.Karis
Added inverse film tone map
Change 3361726 on 2017/03/23 by Brian.Karis
Better precision inverse
Change 3361758 on 2017/03/23 by Brian.Karis
Material flag normal curvature to roughness is no longer forward only.
Change 3361765 on 2017/03/23 by Brian.Karis
Update ACES
Change 3361774 on 2017/03/23 by Brian.Karis
Cleaned up alpha support and disabled screen edge clipping.
Change 3362478 on 2017/03/24 by Guillaume.Abadie
Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.
#author Brian.Karis
#jira UE-42920
Change 3362738 on 2017/03/24 by Rolando.Caloca
DR - Hide scene capture on IF
Change 3362890 on 2017/03/24 by Guillaume.Abadie
Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha
Change 3363665 on 2017/03/24 by Mark.Satterthwaite
PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)
Change 3363866 on 2017/03/24 by Arne.Schober
DR - Updated NVAPI
#RB Marcus.Wassmer
Change 3364300 on 2017/03/24 by Brian.Karis
SSR use dynamic velocity
Change 3364372 on 2017/03/24 by Brian.Karis
Fix changing off axis projection velocities.
Change 3364373 on 2017/03/24 by Brian.Karis
Enabled velocity drawing in scene captures
Change 3365531 on 2017/03/27 by Guillaume.Abadie
Computes the material's screen position material expression directly from the pixel shader SvPosition
Change 3365764 on 2017/03/27 by Chris.Bunner
Lowering severity of crash for missing values in scalability.ini.
#jira UE-41331
Change 3365916 on 2017/03/27 by Guillaume.Abadie
Exposes the viewport offset within the view property material expression
Change 3365979 on 2017/03/27 by Brian.Karis
Fixed skylight intensity from double applying
Change 3365987 on 2017/03/27 by Brian.Karis
Stopped post process indirect lighting intensity from scaling skylight reflections
Change 3365991 on 2017/03/27 by Brian.Karis
Fix for static analysis
Change 3366028 on 2017/03/27 by Daniel.Wright
Volumetric fog supports static shadowing from Stationary lights
* Using bilinear on static shadowmap depths + 1 PCF to smooth out results
Change 3366029 on 2017/03/27 by Daniel.Wright
Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog
Change 3366055 on 2017/03/27 by Guillaume.Abadie
Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.
Change 3366447 on 2017/03/27 by Simon.Tourangeau
Fix IES light profile importer.
- Bug in the LM-63-1986 format importer.
Change 3366836 on 2017/03/27 by Brian.Karis
ClearUAV now supports int types
Change 3367435 on 2017/03/28 by Benjamin.Hyder
Submitting Decal Automation map for initial approval
Change 3367572 on 2017/03/28 by Chris.Bunner
Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.
#jira UE-42989
Change 3367756 on 2017/03/28 by Olaf.Piesche
Niagara material usage flags
Change 3367835 on 2017/03/28 by Marcus.Wassmer
Fix crash when TileRenderer runs before anything else. Make explicit behavior when rendering at a time when there is no valid scene.
Change 3367837 on 2017/03/28 by Marcus.Wassmer
Missed a file.
Change 3367838 on 2017/03/28 by Richard.Wallis
Updated items from original shelved version by Mark Satt:
- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's
**Description below taken from Mark Satt's original verison of this in CL3343280**
Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.
Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.
- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
- This bumps the object version and will cause all content to recook.
- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).
Change 3367854 on 2017/03/28 by Mark.Satterthwaite
Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.
Change 3367877 on 2017/03/28 by Brian.Karis
Fixed linux build hopefully
Change 3368001 on 2017/03/28 by Mark.Satterthwaite
Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.
Change 3368019 on 2017/03/28 by Mark.Satterthwaite
And another fix for Windows compilation of MetalShaderFormat.
Change 3368042 on 2017/03/28 by Mark.Satterthwaite
And a couple of simpler MSVC errors.
Change 3368271 on 2017/03/28 by Mark.Satterthwaite
Make SceneRenderTargets compile again.
Change 3368691 on 2017/03/28 by Daniel.Wright
[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis
Change 3369689 on 2017/03/29 by Marcus.Wassmer
Fix non editor compile for now
Change 3369862 on 2017/03/29 by Marcus.Wassmer
Get the rest of the things compiling again.
Change 3369896 on 2017/03/29 by Chris.Bunner
Enabling AMD HDR support by default.
#jira UE-42113
Change 3370535 on 2017/03/29 by Marcus.Wassmer
DR - Fix template explicit instantiation for ClearUAV permutations
#RB Brian.Karis, Arne.Schober
Change 3370704 on 2017/03/29 by Rolando.Caloca
DR - Rewrote GPU Skin Cache
- Per section buffers
- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
Copied from 3370529
Change 3371389 on 2017/03/30 by Richard.Wallis
Remove temp working directories after archive packages built.
Change 3371641 on 2017/03/30 by Rolando.Caloca
DR - Copy 3371640 (fix mem leak)
Change 3372436 on 2017/03/30 by Uriel.Doyon
Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.
Removed the limitation of only processing UMeshComponent when handling spawed primitive.
This releases the level manager from having to manage dynamic primitives.
This improves performance by not having to manage dynamic references in the level manager.
Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
many cases automatically where previously a manual callback to notify would have been required.
Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
because of lack of references in the streamer.
Change 3372740 on 2017/03/30 by Chris.Bunner
[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
StencilSceneTexture added to deferred list.
A few known issues to be fixed in a follow-up CL.
Change 3372765 on 2017/03/30 by Uriel.Doyon
Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update
Change 3372979 on 2017/03/30 by Richard.Hinckley
#jira UE-43501
The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.
Change 3373053 on 2017/03/30 by Simon.Tourangeau
LPV Fade support
- mostly integrated from CL 2959511
Change 3373272 on 2017/03/30 by Uriel.Doyon
Added support for the concurrent update of dynamic primitives by the streaming manager.
Change 3373450 on 2017/03/30 by Rolando.Caloca
DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
Copy 3373364
#jira UE-43492
Change 3373470 on 2017/03/30 by Marcus.Wassmer
Nvidia Aftermath support
Change 3374187 on 2017/03/31 by Chris.Bunner
Volume texture support for CombineLUTs/Tonemap compute pass.
Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
Skip compute post process out-of-bounds writes.
Unsigned type conversion fixes.
Trimmed compute post process shader inputs.
Change 3374233 on 2017/03/31 by Chris.Bunner
Removed several redundant post process compute fences and resource transitions.
Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).
Change 3374412 on 2017/03/31 by Rolando.Caloca
DR - Fix static analysis
Change 3374544 on 2017/03/31 by Richard.Wallis
FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.
Future Work
- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock
Change 3374588 on 2017/03/31 by Richard.Wallis
Windows Compile Fixes
Change 3374810 on 2017/03/31 by Benjamin.Hyder
updating recommended GPU drivers
Change 3375207 on 2017/03/31 by Rolando.Caloca
DR - vk - Fixed swapchain format selection for some Linux platforms
Change 3375248 on 2017/03/31 by Rolando.Caloca
DR - vk - Prefer D32S8
Change 3375495 on 2017/03/31 by Rolando.Caloca
DR - vk - Update to sdk 1.0.42.2
Change 3375496 on 2017/03/31 by Rolando.Caloca
DR - Force compiling with updated Vulkan SDK
Change 3375636 on 2017/03/31 by Mark.Satterthwaite
Copying Metal improvements from task stream, with some modifications:
- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
- Support for Apple's Instruments "Points of Interest" tool.
- Consolidation of some Mac & iOS compiler, memory and thread handling code.
- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
- Improvements to the internal FMetalDebug layer, still off by default.
- Limited support for Xcode automatic code-signing for iOS/tvOS.
- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
- Smattering of lesser fixes.
Change 3375654 on 2017/03/31 by Mark.Satterthwaite
Incremental Windows build fix.
Change 3375656 on 2017/04/01 by Mark.Satterthwaite
Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).
Change 3375797 on 2017/04/01 by Mark.Satterthwaite
Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...
Change 3375798 on 2017/04/01 by Mark.Satterthwaite
Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.
Change 3375835 on 2017/04/01 by Mark.Satterthwaite
Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.
Change 3376143 on 2017/04/02 by Mark.Satterthwaite
Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.
Change 3376324 on 2017/04/03 by Chris.Bunner
Fixed cvar re-registration log spam and flagged a testing-only cvar as such.
Change 3376726 on 2017/04/03 by Benjamin.Hyder
Submitting initial HDR test map (WIP)
Change 3376756 on 2017/04/03 by Guillaume.Abadie
Fixes scene captures ordering's backward compatibility.
Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.
Change 3377378 on 2017/04/03 by Arne.Schober
DR - Fix ShaderRecompiling over and over again
#RB Chris.Bunner
Change 3377512 on 2017/04/03 by Daniel.Wright
[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events
Change 3377518 on 2017/04/03 by Daniel.Wright
[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12
Change 3377526 on 2017/04/03 by Daniel.Wright
[Copy] "Ran out of GPU queries!" log only happens once
Change 3377535 on 2017/04/03 by Daniel.Wright
[Copy] Fixed unreferenced local variable
Change 3377539 on 2017/04/03 by Daniel.Wright
[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages
Change 3377546 on 2017/04/03 by Daniel.Wright
[Copy] Added r.LightMaxDrawDistanceScale for local light scalability
Change 3377553 on 2017/04/03 by Daniel.Wright
[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path
Change 3377560 on 2017/04/03 by Daniel.Wright
[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes
Change 3377565 on 2017/04/03 by Daniel.Wright
[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)
Change 3377572 on 2017/04/03 by Daniel.Wright
[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC
Change 3377586 on 2017/04/03 by Daniel.Wright
Fixed compile error
Change 3377699 on 2017/04/03 by David.Hill
FFT Code. Moved over from raven and refactored
#review-3374589 @guillaume.abadie
Change 3377910 on 2017/04/03 by David.Hill
GPU FFT: Fix Linux Build
adding a missing template<> to an IMPLEMENT_SHADER_TYPE
Change 3378751 on 2017/04/04 by Marcus.Wassmer
HQ particle lights now spawn attached to the same socket as their parent module.
Change 3378819 on 2017/04/04 by Richard.Wallis
Should be no need to protect shader cache against RHI thread now.
Change 3378823 on 2017/04/04 by Richard.Wallis
FRHIShaderLibrary Opaque Type
- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.
Change 3378883 on 2017/04/04 by Arne.Schober
DR - Fix DCC build
Change 3378885 on 2017/04/04 by Richard.Wallis
Metal resource cast compile fix post merge.
Change 3378946 on 2017/04/04 by Chris.Bunner
SM4 assert fix.
Change 3378953 on 2017/04/04 by Chris.Bunner
Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
Allowed material nodes to opt out of mask-based pin coloration.
#tests Compiled most Paragon materials + QAGame test maps.
#jira UE-39885
Change 3379189 on 2017/04/04 by Arne.Schober
DR - Fix aftermath staging
Change 3379229 on 2017/04/04 by Arne.Schober
DR - Fix missing include
Change 3379374 on 2017/04/04 by Mark.Satterthwaite
Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.
Change 3379505 on 2017/04/04 by Rolando.Caloca
DR - Fix mismatched interpolators
Change 3379539 on 2017/04/04 by Mark.Satterthwaite
No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...
#jira UE-43626
Change 3379561 on 2017/04/04 by Rolando.Caloca
DR - Fix root signature issues on D3D12 PC
Change 3379590 on 2017/04/04 by Mark.Satterthwaite
Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.
#jira UE-43626
Change 3379917 on 2017/04/04 by Uriel.Doyon
Fix to input mismatch
Change 3380578 on 2017/04/05 by Chris.Bunner
Shader type fixes.
#jira UE-43652
Change 3380639 on 2017/04/05 by Rolando.Caloca
DR - Expose GetOrCreate PSO and document
Change 3380821 on 2017/04/05 by Guillaume.Abadie
Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()
#jira UE-43642
Change 3381092 on 2017/04/05 by Guillaume.Abadie
Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.
This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.
Change 3381300 on 2017/04/05 by Mark.Satterthwaite
Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.
#jira UE-43597
Change 3381359 on 2017/04/05 by Guillaume.Abadie
Back out changelist 3381092
Change 3381421 on 2017/04/05 by Mark.Satterthwaite
Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.
#jira UE-43689
Change 3381422 on 2017/04/05 by Mark.Satterthwaite
Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.
#jira UE-43691
Change 3381503 on 2017/04/05 by Daniel.Wright
More intuitive controls for Volumetric Fog
* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
* InscatteringColorCubemap is now supported by Volumetric Fog
* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
* Volume Materials have twice the interpolators available
Change 3381527 on 2017/04/05 by Mark.Satterthwaite
Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.
Change 3381671 on 2017/04/05 by Mark.Satterthwaite
Better error message for failure to compile shaders remotely from PC for Metal.
Change 3381769 on 2017/04/05 by Rolando.Caloca
DR - Added lock texture array 2d on Vulkan
Change 3382003 on 2017/04/05 by Mark.Satterthwaite
Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.
Change 3382030 on 2017/04/05 by Zachary.Wilson
Fix compiling Metal text shaders from PC broken in merge from task stream.
#submitter mark.satterthwaite
#jira UE-43652
Change 3382880 on 2017/04/06 by Mark.Satterthwaite
Michael Trepka's CL #3379927:
VolumetricFogVoxelization implementation for Mac
Change 3383315 on 2017/04/06 by Mark.Satterthwaite
Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.
#jira UE-43739
Change 3384639 on 2017/04/07 by Marcus.Wassmer
Move ShaderResource version bump to RenderingObjectVersion
Change 3384704 on 2017/04/07 by Mark.Satterthwaite
Compile fix for merge.
Change 3384933 on 2017/04/07 by Rolando.Caloca
DR - Fix skin cache crash with BP (copy 3384714)
Change 3385104 on 2017/04/07 by Mark.Satterthwaite
Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.
#jira UE-43783
Change 3385105 on 2017/04/07 by Mark.Satterthwaite
Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783
#jira UE-43783
Change 3385118 on 2017/04/07 by Arne.Schober
DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
#RB none
Change 3385149 on 2017/04/07 by Marcus.Wassmer
Fix skincache motion blur
Change 3385189 on 2017/04/07 by Rolando.Caloca
DR - Fix swapchain format for editor on Vulkan
Change 3385287 on 2017/04/07 by Mark.Satterthwaite
Enable SM5 on Intel as of 10.12.4 and later.
Change 3385347 on 2017/04/07 by Rolando.Caloca
DR - Temp fix for GL4 corruption on editor
#jira UE-43785
Change 3385363 on 2017/04/07 by Rolando.Caloca
DR - Actually fix all win platforms for GL bug
#jira UE-43785
Change 3385557 on 2017/04/07 by Arne.Schober
DR - [UE-43205] - Fix mesh paint
#RB none
Change 3385608 on 2017/04/07 by Daniel.Wright
Fixed SampleCmp being used on a non-depth texture, causing a d3d error
Change 3385980 on 2017/04/10 by Rolando.Caloca
DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture
Change 3386042 on 2017/04/10 by Rolando.Caloca
DR - Fix metal merge issue
Change 3386157 on 2017/04/10 by Rolando.Caloca
DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)
Change 3386356 on 2017/04/10 by Chris.Bunner
Resolving merge errors.
Change 3386414 on 2017/04/10 by Chris.Bunner
Resolved merge issue in RendererScene.cpp.
Change 3386700 on 2017/04/10 by Mark.Satterthwaite
Silence documentation warnings.
Change 3387178 on 2017/04/10 by Chris.Bunner
Removed invalid mask correction on MakeMA material nodes.
Change 3388177 on 2017/04/11 by Marcus.Wassmer
Disable ensure that is no longer relevant now that we bind clear colors on texture creation
Change 3388261 on 2017/04/11 by Chris.Bunner
Static analysis fix.
[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -04:00
* By default shader shader code gets saved into individual platform agnostic files ,
* enabling this option will use the platform - specific library format if and only if one is available
* This will reduce overall package size but might increase loading time
*/
2017-07-21 21:01:33 -04:00
UPROPERTY ( config , EditAnywhere , Category = Packaging , meta = ( EditCondition = " bShareMaterialShaderCode " , ConfigRestartRequired = true ) )
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358140 on 2017/03/22 by Rolando.Caloca
DR - Fix copy to cube face
- Compile fix when using dump layer
- Add new error enum
Change 3358301 on 2017/03/22 by Mitchell.Wilson
Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.
Change 3358477 on 2017/03/22 by Mitchell.Wilson
Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.
Change 3358529 on 2017/03/22 by Mark.Satterthwaite
Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.
Change 3358745 on 2017/03/22 by Mark.Satterthwaite
Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.
Change 3358837 on 2017/03/22 by Joe.Graf
Merge of pull request #3214 for the RenderDocPlugin
#CodeReview: matt.kuhlenschmidt, marcus.wassmer
#rb: marcus.wassmer
Change 3359112 on 2017/03/22 by Ben.Salem
Update perf monitor to include frame time by default. Also, use only game/PIE world timers when in editor, instead of all worlds combined.
#tests Ran several Showdown test runs with plugin!
Change 3359363 on 2017/03/22 by Joe.Graf
First pass at non-unity & no pch compilation
Change 3359449 on 2017/03/22 by Joe.Graf
Added missing null check when exporting a EXR on Linux (UE-40268)
#CodeReview: dmitry.rekman
#rb: n/a
Change 3360349 on 2017/03/23 by Guillaume.Abadie
Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.
#jira UE-42920
Change 3360405 on 2017/03/23 by Marcus.Wassmer
Better method for detecting Kepler
Change 3360718 on 2017/03/23 by Daniel.Wright
Planar reflections handle views smaller than the render target in a general way
* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
* Planar reflections are now supported in splitscreen
Change 3360758 on 2017/03/23 by Daniel.Wright
[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead
Change 3360762 on 2017/03/23 by Daniel.Wright
[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool
Change 3360768 on 2017/03/23 by Daniel.Wright
[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram
Change 3360770 on 2017/03/23 by Daniel.Wright
[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox
Change 3360771 on 2017/03/23 by Daniel.Wright
[Copy] Particle lights no longer force tiled deferred lighting. Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen. Saves 1.5ms Xbox with one particle light.
Change 3360774 on 2017/03/23 by Daniel.Wright
[Copy] Distance field cvar comments
Change 3360782 on 2017/03/23 by Daniel.Wright
[Copy] Disabled selection color on Volume materials
Change 3360795 on 2017/03/23 by Daniel.Wright
[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption. Albedo is [0-1] reflectance, while Extinction is a world space density.
Change 3360799 on 2017/03/23 by Daniel.Wright
[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y
Change 3360806 on 2017/03/23 by Daniel.Wright
[Copy] Fixed volumetric fog being offset when viewport min is not 0
Change 3360809 on 2017/03/23 by Daniel.Wright
[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot. Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.
Change 3361651 on 2017/03/23 by Brian.Karis
Higher quality sharp SSR at quality 4
Change 3361678 on 2017/03/23 by Brian.Karis
Fresnel darkens diffuse for clearcoat.
Change 3361683 on 2017/03/23 by Brian.Karis
Fixed SSR artifact
Change 3361691 on 2017/03/23 by Brian.Karis
Chagned min roughness limit
Change 3361707 on 2017/03/23 by Brian.Karis
Added inverse film tone map
Change 3361726 on 2017/03/23 by Brian.Karis
Better precision inverse
Change 3361758 on 2017/03/23 by Brian.Karis
Material flag normal curvature to roughness is no longer forward only.
Change 3361765 on 2017/03/23 by Brian.Karis
Update ACES
Change 3361774 on 2017/03/23 by Brian.Karis
Cleaned up alpha support and disabled screen edge clipping.
Change 3362478 on 2017/03/24 by Guillaume.Abadie
Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.
#author Brian.Karis
#jira UE-42920
Change 3362738 on 2017/03/24 by Rolando.Caloca
DR - Hide scene capture on IF
Change 3362890 on 2017/03/24 by Guillaume.Abadie
Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha
Change 3363665 on 2017/03/24 by Mark.Satterthwaite
PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)
Change 3363866 on 2017/03/24 by Arne.Schober
DR - Updated NVAPI
#RB Marcus.Wassmer
Change 3364300 on 2017/03/24 by Brian.Karis
SSR use dynamic velocity
Change 3364372 on 2017/03/24 by Brian.Karis
Fix changing off axis projection velocities.
Change 3364373 on 2017/03/24 by Brian.Karis
Enabled velocity drawing in scene captures
Change 3365531 on 2017/03/27 by Guillaume.Abadie
Computes the material's screen position material expression directly from the pixel shader SvPosition
Change 3365764 on 2017/03/27 by Chris.Bunner
Lowering severity of crash for missing values in scalability.ini.
#jira UE-41331
Change 3365916 on 2017/03/27 by Guillaume.Abadie
Exposes the viewport offset within the view property material expression
Change 3365979 on 2017/03/27 by Brian.Karis
Fixed skylight intensity from double applying
Change 3365987 on 2017/03/27 by Brian.Karis
Stopped post process indirect lighting intensity from scaling skylight reflections
Change 3365991 on 2017/03/27 by Brian.Karis
Fix for static analysis
Change 3366028 on 2017/03/27 by Daniel.Wright
Volumetric fog supports static shadowing from Stationary lights
* Using bilinear on static shadowmap depths + 1 PCF to smooth out results
Change 3366029 on 2017/03/27 by Daniel.Wright
Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog
Change 3366055 on 2017/03/27 by Guillaume.Abadie
Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.
Change 3366447 on 2017/03/27 by Simon.Tourangeau
Fix IES light profile importer.
- Bug in the LM-63-1986 format importer.
Change 3366836 on 2017/03/27 by Brian.Karis
ClearUAV now supports int types
Change 3367435 on 2017/03/28 by Benjamin.Hyder
Submitting Decal Automation map for initial approval
Change 3367572 on 2017/03/28 by Chris.Bunner
Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.
#jira UE-42989
Change 3367756 on 2017/03/28 by Olaf.Piesche
Niagara material usage flags
Change 3367835 on 2017/03/28 by Marcus.Wassmer
Fix crash when TileRenderer runs before anything else. Make explicit behavior when rendering at a time when there is no valid scene.
Change 3367837 on 2017/03/28 by Marcus.Wassmer
Missed a file.
Change 3367838 on 2017/03/28 by Richard.Wallis
Updated items from original shelved version by Mark Satt:
- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's
**Description below taken from Mark Satt's original verison of this in CL3343280**
Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.
Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.
- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
- This bumps the object version and will cause all content to recook.
- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).
Change 3367854 on 2017/03/28 by Mark.Satterthwaite
Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.
Change 3367877 on 2017/03/28 by Brian.Karis
Fixed linux build hopefully
Change 3368001 on 2017/03/28 by Mark.Satterthwaite
Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.
Change 3368019 on 2017/03/28 by Mark.Satterthwaite
And another fix for Windows compilation of MetalShaderFormat.
Change 3368042 on 2017/03/28 by Mark.Satterthwaite
And a couple of simpler MSVC errors.
Change 3368271 on 2017/03/28 by Mark.Satterthwaite
Make SceneRenderTargets compile again.
Change 3368691 on 2017/03/28 by Daniel.Wright
[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis
Change 3369689 on 2017/03/29 by Marcus.Wassmer
Fix non editor compile for now
Change 3369862 on 2017/03/29 by Marcus.Wassmer
Get the rest of the things compiling again.
Change 3369896 on 2017/03/29 by Chris.Bunner
Enabling AMD HDR support by default.
#jira UE-42113
Change 3370535 on 2017/03/29 by Marcus.Wassmer
DR - Fix template explicit instantiation for ClearUAV permutations
#RB Brian.Karis, Arne.Schober
Change 3370704 on 2017/03/29 by Rolando.Caloca
DR - Rewrote GPU Skin Cache
- Per section buffers
- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
Copied from 3370529
Change 3371389 on 2017/03/30 by Richard.Wallis
Remove temp working directories after archive packages built.
Change 3371641 on 2017/03/30 by Rolando.Caloca
DR - Copy 3371640 (fix mem leak)
Change 3372436 on 2017/03/30 by Uriel.Doyon
Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.
Removed the limitation of only processing UMeshComponent when handling spawed primitive.
This releases the level manager from having to manage dynamic primitives.
This improves performance by not having to manage dynamic references in the level manager.
Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
many cases automatically where previously a manual callback to notify would have been required.
Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
because of lack of references in the streamer.
Change 3372740 on 2017/03/30 by Chris.Bunner
[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
StencilSceneTexture added to deferred list.
A few known issues to be fixed in a follow-up CL.
Change 3372765 on 2017/03/30 by Uriel.Doyon
Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update
Change 3372979 on 2017/03/30 by Richard.Hinckley
#jira UE-43501
The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.
Change 3373053 on 2017/03/30 by Simon.Tourangeau
LPV Fade support
- mostly integrated from CL 2959511
Change 3373272 on 2017/03/30 by Uriel.Doyon
Added support for the concurrent update of dynamic primitives by the streaming manager.
Change 3373450 on 2017/03/30 by Rolando.Caloca
DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
Copy 3373364
#jira UE-43492
Change 3373470 on 2017/03/30 by Marcus.Wassmer
Nvidia Aftermath support
Change 3374187 on 2017/03/31 by Chris.Bunner
Volume texture support for CombineLUTs/Tonemap compute pass.
Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
Skip compute post process out-of-bounds writes.
Unsigned type conversion fixes.
Trimmed compute post process shader inputs.
Change 3374233 on 2017/03/31 by Chris.Bunner
Removed several redundant post process compute fences and resource transitions.
Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).
Change 3374412 on 2017/03/31 by Rolando.Caloca
DR - Fix static analysis
Change 3374544 on 2017/03/31 by Richard.Wallis
FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.
Future Work
- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock
Change 3374588 on 2017/03/31 by Richard.Wallis
Windows Compile Fixes
Change 3374810 on 2017/03/31 by Benjamin.Hyder
updating recommended GPU drivers
Change 3375207 on 2017/03/31 by Rolando.Caloca
DR - vk - Fixed swapchain format selection for some Linux platforms
Change 3375248 on 2017/03/31 by Rolando.Caloca
DR - vk - Prefer D32S8
Change 3375495 on 2017/03/31 by Rolando.Caloca
DR - vk - Update to sdk 1.0.42.2
Change 3375496 on 2017/03/31 by Rolando.Caloca
DR - Force compiling with updated Vulkan SDK
Change 3375636 on 2017/03/31 by Mark.Satterthwaite
Copying Metal improvements from task stream, with some modifications:
- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
- Support for Apple's Instruments "Points of Interest" tool.
- Consolidation of some Mac & iOS compiler, memory and thread handling code.
- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
- Improvements to the internal FMetalDebug layer, still off by default.
- Limited support for Xcode automatic code-signing for iOS/tvOS.
- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
- Smattering of lesser fixes.
Change 3375654 on 2017/03/31 by Mark.Satterthwaite
Incremental Windows build fix.
Change 3375656 on 2017/04/01 by Mark.Satterthwaite
Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).
Change 3375797 on 2017/04/01 by Mark.Satterthwaite
Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...
Change 3375798 on 2017/04/01 by Mark.Satterthwaite
Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.
Change 3375835 on 2017/04/01 by Mark.Satterthwaite
Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.
Change 3376143 on 2017/04/02 by Mark.Satterthwaite
Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.
Change 3376324 on 2017/04/03 by Chris.Bunner
Fixed cvar re-registration log spam and flagged a testing-only cvar as such.
Change 3376726 on 2017/04/03 by Benjamin.Hyder
Submitting initial HDR test map (WIP)
Change 3376756 on 2017/04/03 by Guillaume.Abadie
Fixes scene captures ordering's backward compatibility.
Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.
Change 3377378 on 2017/04/03 by Arne.Schober
DR - Fix ShaderRecompiling over and over again
#RB Chris.Bunner
Change 3377512 on 2017/04/03 by Daniel.Wright
[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events
Change 3377518 on 2017/04/03 by Daniel.Wright
[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12
Change 3377526 on 2017/04/03 by Daniel.Wright
[Copy] "Ran out of GPU queries!" log only happens once
Change 3377535 on 2017/04/03 by Daniel.Wright
[Copy] Fixed unreferenced local variable
Change 3377539 on 2017/04/03 by Daniel.Wright
[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages
Change 3377546 on 2017/04/03 by Daniel.Wright
[Copy] Added r.LightMaxDrawDistanceScale for local light scalability
Change 3377553 on 2017/04/03 by Daniel.Wright
[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path
Change 3377560 on 2017/04/03 by Daniel.Wright
[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes
Change 3377565 on 2017/04/03 by Daniel.Wright
[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)
Change 3377572 on 2017/04/03 by Daniel.Wright
[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC
Change 3377586 on 2017/04/03 by Daniel.Wright
Fixed compile error
Change 3377699 on 2017/04/03 by David.Hill
FFT Code. Moved over from raven and refactored
#review-3374589 @guillaume.abadie
Change 3377910 on 2017/04/03 by David.Hill
GPU FFT: Fix Linux Build
adding a missing template<> to an IMPLEMENT_SHADER_TYPE
Change 3378751 on 2017/04/04 by Marcus.Wassmer
HQ particle lights now spawn attached to the same socket as their parent module.
Change 3378819 on 2017/04/04 by Richard.Wallis
Should be no need to protect shader cache against RHI thread now.
Change 3378823 on 2017/04/04 by Richard.Wallis
FRHIShaderLibrary Opaque Type
- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.
Change 3378883 on 2017/04/04 by Arne.Schober
DR - Fix DCC build
Change 3378885 on 2017/04/04 by Richard.Wallis
Metal resource cast compile fix post merge.
Change 3378946 on 2017/04/04 by Chris.Bunner
SM4 assert fix.
Change 3378953 on 2017/04/04 by Chris.Bunner
Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
Allowed material nodes to opt out of mask-based pin coloration.
#tests Compiled most Paragon materials + QAGame test maps.
#jira UE-39885
Change 3379189 on 2017/04/04 by Arne.Schober
DR - Fix aftermath staging
Change 3379229 on 2017/04/04 by Arne.Schober
DR - Fix missing include
Change 3379374 on 2017/04/04 by Mark.Satterthwaite
Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.
Change 3379505 on 2017/04/04 by Rolando.Caloca
DR - Fix mismatched interpolators
Change 3379539 on 2017/04/04 by Mark.Satterthwaite
No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...
#jira UE-43626
Change 3379561 on 2017/04/04 by Rolando.Caloca
DR - Fix root signature issues on D3D12 PC
Change 3379590 on 2017/04/04 by Mark.Satterthwaite
Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.
#jira UE-43626
Change 3379917 on 2017/04/04 by Uriel.Doyon
Fix to input mismatch
Change 3380578 on 2017/04/05 by Chris.Bunner
Shader type fixes.
#jira UE-43652
Change 3380639 on 2017/04/05 by Rolando.Caloca
DR - Expose GetOrCreate PSO and document
Change 3380821 on 2017/04/05 by Guillaume.Abadie
Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()
#jira UE-43642
Change 3381092 on 2017/04/05 by Guillaume.Abadie
Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.
This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.
Change 3381300 on 2017/04/05 by Mark.Satterthwaite
Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.
#jira UE-43597
Change 3381359 on 2017/04/05 by Guillaume.Abadie
Back out changelist 3381092
Change 3381421 on 2017/04/05 by Mark.Satterthwaite
Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.
#jira UE-43689
Change 3381422 on 2017/04/05 by Mark.Satterthwaite
Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.
#jira UE-43691
Change 3381503 on 2017/04/05 by Daniel.Wright
More intuitive controls for Volumetric Fog
* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
* InscatteringColorCubemap is now supported by Volumetric Fog
* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
* Volume Materials have twice the interpolators available
Change 3381527 on 2017/04/05 by Mark.Satterthwaite
Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.
Change 3381671 on 2017/04/05 by Mark.Satterthwaite
Better error message for failure to compile shaders remotely from PC for Metal.
Change 3381769 on 2017/04/05 by Rolando.Caloca
DR - Added lock texture array 2d on Vulkan
Change 3382003 on 2017/04/05 by Mark.Satterthwaite
Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.
Change 3382030 on 2017/04/05 by Zachary.Wilson
Fix compiling Metal text shaders from PC broken in merge from task stream.
#submitter mark.satterthwaite
#jira UE-43652
Change 3382880 on 2017/04/06 by Mark.Satterthwaite
Michael Trepka's CL #3379927:
VolumetricFogVoxelization implementation for Mac
Change 3383315 on 2017/04/06 by Mark.Satterthwaite
Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.
#jira UE-43739
Change 3384639 on 2017/04/07 by Marcus.Wassmer
Move ShaderResource version bump to RenderingObjectVersion
Change 3384704 on 2017/04/07 by Mark.Satterthwaite
Compile fix for merge.
Change 3384933 on 2017/04/07 by Rolando.Caloca
DR - Fix skin cache crash with BP (copy 3384714)
Change 3385104 on 2017/04/07 by Mark.Satterthwaite
Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.
#jira UE-43783
Change 3385105 on 2017/04/07 by Mark.Satterthwaite
Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783
#jira UE-43783
Change 3385118 on 2017/04/07 by Arne.Schober
DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
#RB none
Change 3385149 on 2017/04/07 by Marcus.Wassmer
Fix skincache motion blur
Change 3385189 on 2017/04/07 by Rolando.Caloca
DR - Fix swapchain format for editor on Vulkan
Change 3385287 on 2017/04/07 by Mark.Satterthwaite
Enable SM5 on Intel as of 10.12.4 and later.
Change 3385347 on 2017/04/07 by Rolando.Caloca
DR - Temp fix for GL4 corruption on editor
#jira UE-43785
Change 3385363 on 2017/04/07 by Rolando.Caloca
DR - Actually fix all win platforms for GL bug
#jira UE-43785
Change 3385557 on 2017/04/07 by Arne.Schober
DR - [UE-43205] - Fix mesh paint
#RB none
Change 3385608 on 2017/04/07 by Daniel.Wright
Fixed SampleCmp being used on a non-depth texture, causing a d3d error
Change 3385980 on 2017/04/10 by Rolando.Caloca
DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture
Change 3386042 on 2017/04/10 by Rolando.Caloca
DR - Fix metal merge issue
Change 3386157 on 2017/04/10 by Rolando.Caloca
DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)
Change 3386356 on 2017/04/10 by Chris.Bunner
Resolving merge errors.
Change 3386414 on 2017/04/10 by Chris.Bunner
Resolved merge issue in RendererScene.cpp.
Change 3386700 on 2017/04/10 by Mark.Satterthwaite
Silence documentation warnings.
Change 3387178 on 2017/04/10 by Chris.Bunner
Removed invalid mask correction on MakeMA material nodes.
Change 3388177 on 2017/04/11 by Marcus.Wassmer
Disable ensure that is no longer relevant now that we bind clear colors on texture creation
Change 3388261 on 2017/04/11 by Chris.Bunner
Static analysis fix.
[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -04:00
bool bSharedMaterialNativeLibraries ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3420477)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3386262 on 2017/04/10 by Ben.Marsh
Add app-local deployment of DirectX components that are no longer included with newer versions of Windows by default (XAudio 2.7, XInput 1.3). Also add a one-click button to the packaging settings to include the default app-local dependencies, rather than having to specify the path.
Change 3386999 on 2017/04/10 by Ben.Marsh
Plugins: Add support for explicit dependencies from one plugin onto another. Required plugins can be configured in an identical manner to project files, by adding a "Plugins" key to the .uplugin file. Dependencies are automatically built and loaded, and the plugin browser will warn if you try to disable a plugin that something else has a dependency on.
Change 3387073 on 2017/04/10 by Ben.Marsh
Move FLightPropagationRuntimeSettings into the Renderer module, to remove engine dependency on a plugin.
Change 3387988 on 2017/04/11 by Steve.Robb
Comments added to clarify the role of DestructItem and DestructItems.
Change 3388085 on 2017/04/11 by Ben.Marsh
UBT: Fix bEnabled flag on plugin references being ignored. Now collect up all the plugin references in order of priority before creating plugin instances for them. Fixes CIS fail for UT.
Change 3390048 on 2017/04/12 by Richard.Hinckley
#jira UE-43876
Fixed description of Streaming settings (within Project Settings).
Change 3390697 on 2017/04/12 by Steve.Robb
CLASS_PointersDefaultToAutoWeak and CLASS_PointersDefaultToWeak removed.
Change 3390711 on 2017/04/12 by Steve.Robb
AGRESSIVE_ARRAY_FORCEINLINE removed.
Change 3392167 on 2017/04/13 by Robert.Manuszewski
UObject can be added to GC cluster only if all of its Outers can also be added to it.
Fixing asserts caused by components that are added to GC clusters even if their owner actors that can't be in GC clusters.
#jira UE-42948
Change 3392309 on 2017/04/13 by Robert.Manuszewski
When adding objects to clusters after these clusters have been created it's possible to come across objects that are already in the cluster we're adding the object to so instead of crashing, allow it.
Change 3392620 on 2017/04/13 by Ben.Marsh
UGS: Only check for updates every 5 minutes.
Change 3392623 on 2017/04/13 by Ben.Marsh
UGS: Only poll for new changes every 60 seconds.
Change 3392744 on 2017/04/13 by Ben.Marsh
UGS: Query changelist descriptions individually to determine whether changes affect code or content, to hopefully reduce Perforce server load.
Change 3392874 on 2017/04/13 by Ben.Marsh
UGS: Allow specifying regexes in the project config file which filters which changes to be displayed. Useful for changes submitted by build machines, updates to collections, etc...
Change 3392878 on 2017/04/13 by Ben.Marsh
Update UGS to version 1.96
Change 3395635 on 2017/04/17 by Ben.Marsh
UAT: Prefix log output from executing UAT commands through BuildGraph with the name of that command.
Change 3395655 on 2017/04/17 by Ben.Marsh
UAT: Add a command for syncing a DDC over the network (SyncDDC). Allows specifying a maximum size to copy, number of days worth of modified files to copy, and time limit not to be exceeded.
Change 3396989 on 2017/04/17 by Wes.Hunt
CrashReporter configurable tweaks.
* Added QueueWaitingTimeAlertThreshold (used to be hardcoded to 1 min).
- When the queue waiting time gets beyond this many seconds, trigger a slack alert message. Default is 10 min.
- Zero means never alert.
* Added DiskSpaceAvailableAlertInterval (used to be hardcoded to 1 day).
- Interval by which to report disk space availability.
- Default is never (Zero)
* Updated config file to match production config.
#codereview:jin.zhang
Change 3397656 on 2017/04/18 by Ben.Marsh
UBT: Allow modules to opt-out of getting the default include paths from being added, by setting bAddDefaultIncludePaths = false from their build.cs file.
Change 3397677 on 2017/04/18 by Robert.Manuszewski
PR #3167 : Adding more descriptive error text to DetatchLinker error check (by rooneym)
Change 3397722 on 2017/04/18 by Robert.Manuszewski
PR #2252: Increase linker reporting for failed imports (Contributed by FineRedMist)
Change 3397739 on 2017/04/18 by Richard.Hinckley
#jira UE-44100
Fixed SanitizePackageName() to remove double-slash, triple-slash, etc. from package names. Also updated CreatePackage() to call SanitizePackageName() before creating.
Change 3398023 on 2017/04/18 by Ben.Marsh
PR #3105: Cook/package with editor and debugger attached (Contributed by projectgheist)
Change 3398095 on 2017/04/18 by Ben.Marsh
PR #3051: Generate map file from UAT (Contributed by projectgheist)
Change 3398212 on 2017/04/18 by Ben.Marsh
PR #2915: UE-38232: Removed duplicate stats (Contributed by projectgheist)
Change 3399304 on 2017/04/19 by Ben.Marsh
UGS: Prevent editor target files being removed when running custom tools.
Change 3399306 on 2017/04/19 by Robert.Manuszewski
Moved InitPropertiesFromCustomList to UbLueprintGeneratedClass and made it thread safe
Change 3399729 on 2017/04/19 by Steve.Robb
Simple optimization to TBitArray::RemoveAt() when all removed bits are at the end of the array.
RemoveAtSwap() now simply decrements the count instead of calling RemoveAt().
Checks for a positive count added to RemoveAt() and RemoveAtSwap().
Change 3399750 on 2017/04/19 by Jin.Zhang
Order branch alphabetically #RB
Change 3400186 on 2017/04/19 by Steve.Robb
Per-header generated code.
Change 3401458 on 2017/04/20 by Steve.Robb
Static log categories moved out of headers to prevent duplicates when the header is included multiple times.
#jira UE-37507
Change 3401657 on 2017/04/20 by Gil.Gribb
UE4 - Simplified and reworked lock free lists and the task graph bringing all platforms under the same scheme.
Change 3401735 on 2017/04/20 by Gil.Gribb
UE4 - Updated apple platform atomics with a new clang version which is intended to be shared among all clang platforms.
Change 3403362 on 2017/04/21 by Steve.Robb
Algo::Sort() fixed to support C arrays.
Size+count versions of Also::IsSorted() deprecated.
Algo::IsSortedBy() added.
Algo::FindBy() added to allow an element to be found by projection.
Simplifications and generalizations.
Change 3404017 on 2017/04/21 by Ben.Marsh
Fix issue where referenced plugin descriptors were missing from console builds, and prevent monolithic builds from offering to disable missing plugins.
Change 3405299 on 2017/04/24 by Steve.Robb
Clarified the class of the incompatible function in the error message about incompatible BP event specifiers.
#jira UE-35106
Change 3405302 on 2017/04/24 by Ben.Marsh
UBT: Allow excluding documentation from generated project files, by setting <ProjectFileGenerator><bIncludeDocumentation>false</bIncludeDocumentation></ProjectFileGenerator> in the XML configuration file.
Change 3405629 on 2017/04/24 by Ben.Marsh
Rename CPPEnvironment to CppCompileEnvironment, to reflect the class name.
Change 3406431 on 2017/04/24 by Ben.Marsh
UAT: Fix incorrect handling of P4SubmitOptions when multiple values are present.
Change 3406670 on 2017/04/24 by Ben.Marsh
UBT: Enable warnings for classes with virtual functions and no virtual destructor (C4265 on Windows, -fdelete-non-virtual-dtor on Clang).
Change 3407080 on 2017/04/25 by Gil.Gribb
UE4 - Critical fix: Propoerly disambiguate imports with the same name and the same outer name. This fixes an assert: LocalExportIndex.IsNull.
Change 3407486 on 2017/04/25 by Gil.Gribb
UE4 - Made changes so that servers, programs and non-engine executables do not create background or high priority threads.
Change 3407495 on 2017/04/25 by Gil.Gribb
UE4 - Tweaked out XBox and Windows low level file IO.
Change 3407497 on 2017/04/25 by Gil.Gribb
UE4 - Fixed bug in the pak precacher that would result in blocks being discarded too soon, which, in turn, resulted in redudnant reads.
Change 3407705 on 2017/04/25 by Ben.Marsh
Removing most of the junk in DotNETUtilities.
Change 3409701 on 2017/04/26 by Ben.Marsh
Disable another static analyzer warning for third party libraries.
Change 3410074 on 2017/04/26 by Daniel.Lamb
Network platform file runs heart beats and responds to modified file changes.
Cook on the fly server in the editor (COTS) now detects changes to content and notifies client.
Fixed issue with network platform file not using correct sandbox.
#test cook on the side shootergame
Change 3411131 on 2017/04/27 by Steve.Robb
TIsTriviallyDestructible now supports forward-declared enums.
Change 3411186 on 2017/04/27 by Steve.Robb
Fix for #includes in generated code for Within classes which are in a different module from the generated class.
Change 3411917 on 2017/04/27 by Steve.Robb
Fixes to pushing/popping the CPP macro.
Change 3411966 on 2017/04/27 by Steve.Robb
Include spam reduced in generated code.
Change 3412155 on 2017/04/27 by Ben.Marsh
Fix for PVS Studio warning: VFOVInRadians used instead of HFOVInRadians.
Change 3412223 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Calling SetHelperA.Num() twice.
Change 3412273 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Duplicated variable name.
Change 3412511 on 2017/04/27 by Ben.Marsh
PR #3462: Fixed PVS-Studio issues (Part 1) (Contributed by PaulEremeeff)
Change 3412582 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code
Change 3413136 on 2017/04/28 by Robert.Manuszewski
Helper functions for dissolving specific GC clusters
Change 3413310 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code.
Change 3413341 on 2017/04/28 by Gil.Gribb
UE4 - Add prestream capability to allow us to preload always loaded sublevels. Only turned on for Shootergame.
Change 3413351 on 2017/04/28 by Ben.Marsh
Include code analysis macros directly from Platform.h, so that macros are available to everything.
Change 3413352 on 2017/04/28 by Ben.Marsh
Fixing a few more PVS studio warnings.
Change 3413437 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Comparison is always true.
Change 3413759 on 2017/04/28 by Ben.Marsh
Suppressing warnings for PVS-Studio.
Change 3413784 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning.
Change 3413898 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning: Same conditional is checked twice.
Change 3413915 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning: LHS of expression is identical to RHS.
Change 3413989 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: If CurrentGraph->SubGraphs.Num() == 1, it will always enter the first conditional block.
Change 3414053 on 2017/04/28 by Ben.Marsh
More PVS-Studio fixes.
Change 3414062 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Pointer to object goes out of scope without being freed.
Change 3414070 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Fix incorrect condition.
Change 3414071 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Array index is always zero.
Change 3414116 on 2017/04/28 by Ben.Marsh
BuildGraph: Allow marking compile tasks as unsuitable for use with the parallel executor, via an AllowParallelExecutor="false" attribute.
Change 3414160 on 2017/04/28 by Ben.Marsh
Add support for running PVS-Studio through UnrealBuildTool. To use, pass -StaticAnalyzer=PVSStudio to the build command line (similarly, the Visual C++ analyzer can now be invoked using -StaticAnalyzer=VisualCpp). A log file will be written to the Engine/Saved/PVS-Studio or <Project>/Saved/PVS-Studio directory containing diagnostics, which can be opened using the "unparsed output" filter in the PVS-Studio standalone application. High priority warnings are printed to stdout.
Change 3414237 on 2017/04/28 by Ben.Marsh
EC: Allow disabling and enabling the log preprocessor via special markers in the log.
To disable: <-- Suspend Log Parsing -->
To enable: <-- Resume Log Parsing -->
Change 3414343 on 2017/04/28 by Ben.Marsh
UBT: Exclude ThirdParty folders from PVS output.
Change 3414392 on 2017/04/28 by Ben.Marsh
Fix regular strings being casted to BSTRs; BSTRs have a hidden length prefix in the two bytes before the first character, so passing a regular TCHAR* is reading random memory.
Change 3414459 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Object goes out of scope without being freed.
Change 3414495 on 2017/04/28 by Ben.Marsh
Suppress some more PVS-Studio warnings.
Change 3414514 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Testing WorldType being equal to EditorPreview and not equal to Inactive is redundant; changing to match description in comment instead.
Change 3414526 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Variable assigned to itself has no effect.
Change 3415183 on 2017/04/29 by Ben.Marsh
Fix conflict in macro definitions for ENABLE_HTTP_FOR_NFS - rename the macro defined by NetworkFile to ENABLE_HTTP_FOR_NF. Hopefully fix CIS.
Change 3415765 on 2017/05/01 by Ben.Marsh
Suppressing PVS-Studio warning to get things building cleanly. Not sure if FContentHelper is being leaked or not.
Change 3415853 on 2017/05/01 by Ben.Marsh
EC: Fix jobs never completing if a "Sync & Build" step fails. Dependent jobs should evaluate their run conditions as soon as the parent step finishes, rather than waiting for child job steps to be created.
Change 3416138 on 2017/05/01 by Ben.Marsh
Fix Fortnite cook failures. Not sure what the exact problem is here, but my hunch is that discarded "const" causes blueprint compile failures due to not being able to connect output pins between nodes for overloaded functions, or something like that.
Change 3416309 on 2017/05/01 by Ben.Marsh
Build: Fix node names for static analysis.
Change 3416360 on 2017/05/01 by Ben.Marsh
UBT: Remove unused arguments to PrepForUATPackageOrDeploy for Windows.
Change 3416398 on 2017/05/01 by Daniel.Lamb
Cook on the fly NetworkFileServerConnection Remove FileModifiedCallback delegate when the connection is closed.
#test Cook on the side shootergame.
Change 3416826 on 2017/05/01 by Daniel.Lamb
Added callback to game when files are requested reload from networkfileserver.
Game will need to unload / reload effected objects.
Working on simple reload capability in shootergame.
#test Cook on the side shootergame with reloading
Change 3417983 on 2017/05/02 by Ben.Marsh
EC: Remove warning for lines not matching p4 tag syntax when running preflights; multi-line descriptions in shelved changelists break this pattern.
Change 3418747 on 2017/05/02 by Steve.Robb
Fix for const pointer properties.
Fix for UHT debugging manifest.
Test added for pointer properties.
Change 3420477 on 2017/05/03 by Gil.Gribb
UE4 - Removed check from windows async IO layer.
[CL 3421020 by Ben Marsh in Main branch]
2017-05-03 14:18:32 -04:00
/** A directory containing additional prerequisite packages that should be staged in the executable directory. Can be relative to $(EngineDir) or $(ProjectDir) */
UPROPERTY ( config , EditAnywhere , Category = Prerequisites , AdvancedDisplay )
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3020547 on 2016/06/20 by Jeff.Campeau
Support for applocal deployment of binaries
-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.
Change 3020552 on 2016/06/20 by Jeff.Campeau
Add switch to disable debug symbol cache creation
Change 3020567 on 2016/06/20 by Jeff.Campeau
constexpr enabled for Xbox One
Change 3020568 on 2016/06/20 by Jeff.Campeau
Separate setting for debug
#jira UEPLAT-1348
Change 3020628 on 2016/06/20 by Jeff.Campeau
Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).
Change 3020629 on 2016/06/20 by Jeff.Campeau
Use Slate tick to drive message processing during blocking loads (improves PLM).
Change 3020633 on 2016/06/20 by Jeff.Campeau
Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).
Change 3020873 on 2016/06/21 by Lee.Clark
PS4 - Fix missing audio when using A3D.
Change 3021225 on 2016/06/21 by Keith.Judge
Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.
Change 3021286 on 2016/06/21 by Dmitry.Rekman
Linux: symbolication for memory profiler.
- Also repaired/improved finding function name from debug info and overall callstack parsing.
#tests Ran Linux editor and TestPAL, crashed multiple times
Change 3021512 on 2016/06/21 by Mark.Satterthwaite
Compile fixes for new clang version.
Change 3021521 on 2016/06/21 by Mark.Satterthwaite
Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
Change 3021528 on 2016/06/21 by Mark.Satterthwaite
Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.
Change 3021595 on 2016/06/21 by Mark.Satterthwaite
Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
- Implement Metal Depth-16 and stencil-texture-view support where available.
- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
- Add support to Metal for setting UAVs from a uniform buffer.
- Remove unused GlobalUniform header from MetalRHI.
- Remove unnecessary FrameCount delay from Metal resource free lists.
Change 3021702 on 2016/06/21 by Mark.Satterthwaite
Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.
Change 3022152 on 2016/06/21 by Nick.Shin
Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp
forgot to un-do this when the giant revert (CL: #2970016) was done
#jira UE-22166 HTML5 Cook on the fly will launch and then close browser
Change 3022409 on 2016/06/21 by Dmitry.Rekman
Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).
- Contains PR #2258 (contributed by wshearn).
Change 3022541 on 2016/06/22 by Lee.Clark
PS4 - Make sure the render target masks are set correctly for disabled render targets.
Fixes a validation check for shaders expecting to write to NULL render targets.
Change 3022973 on 2016/06/22 by Michael.Trepka
Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.
Change 3023106 on 2016/06/22 by Dmitry.Rekman
Linux: enable code to catch memory stomps during async loading.
- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.
#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.
Change 3023256 on 2016/06/22 by Mark.Satterthwaite
Fix compile errors from latest Metal changes that broke iOS.
Change 3023268 on 2016/06/22 by Mark.Satterthwaite
Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.
Change 3023651 on 2016/06/22 by Mark.Satterthwaite
Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.
Change 3023777 on 2016/06/22 by Brent.Pease
+ Update config for Android and iOS
Change 3023781 on 2016/06/22 by Chris.Babcock
Use mmap/munmap for Android BinnedAllocFromOS
#ue4
#android
Change 3023947 on 2016/06/22 by Mark.Satterthwaite
Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.
Change 3024434 on 2016/06/23 by Lee.Clark
PS4 - Remove Delta Color Compression support
Change 3024735 on 2016/06/23 by Mark.Satterthwaite
Changes to MetalStatistics module initialisation.
Change 3024741 on 2016/06/23 by Mark.Satterthwaite
Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.
Change 3025477 on 2016/06/23 by Brent.Pease
+ Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
+ Change UEDeployAndroid.cs to use UnrealPluginLanguage
Change 3026085 on 2016/06/23 by Jeff.Campeau
Separate Xbox One target settings for editor only values
Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
Clean up cached ini sections for UBT/UAT
Change 3026093 on 2016/06/23 by Jeff.Campeau
Cleanup unused files
Change 3026745 on 2016/06/24 by Mark.Satterthwaite
+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.
- By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.
Change 3026831 on 2016/06/24 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3026940 on 2016/06/24 by Brent.Pease
PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)
Change 3027396 on 2016/06/24 by Brent.Pease
Add BuildGraph.csproj to get Xamarin .sln builds working again
Change 3029211 on 2016/06/27 by Michael.Trepka
Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user
Change 3029518 on 2016/06/27 by Josh.Adams
Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1
Change 3030385 on 2016/06/28 by Keith.Judge
Fix XB1 deployment issues with AppXManifest for Paragon.
Change 3030416 on 2016/06/28 by Lee.Clark
PS4 - Fix Mediaplayer IsPlaying
Change 3030922 on 2016/06/28 by Keith.Judge
XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.
Change 3030948 on 2016/06/28 by Jeff.Campeau
Revert to using constant chunk indexes instead of polling the OS.
(OS API has a bug that will not be fixed.)
Change 3031016 on 2016/06/28 by Brent.Pease
UEPLAT-1244 - Archive dSYM file
UEPLAT-1359 - Support creating dSYM bundle
Changes:
+ Added ios settings flag for dsym bundle
+ Added ios setting for creating xcode archive
+ xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is
Change 3031352 on 2016/06/28 by Bob.Tellez
Added tps file for xcodeunlock
Change 3031604 on 2016/06/28 by Mark.Satterthwaite
Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.
Change 3031879 on 2016/06/28 by Brent.Pease
+ PhysX libraries for bitcode support on tvOS.
Change 3032374 on 2016/06/29 by Keith.Judge
Enable Oodle Handler Component on Xbox One
Change 3032407 on 2016/06/29 by Keith.Judge
Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.
Change 3032432 on 2016/06/29 by Keith.Judge
XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.
Change 3033474 on 2016/06/29 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3033603 on 2016/06/29 by Brent.Pease
+ Support UnrealPluginLanguage for IOS and TVOS builds
+ Allow ios/tvos UPL files an opportunity to modify a package's info.plist file
Change 3034004 on 2016/06/30 by Lee.Clark
PS4 - Use SDK 3.508.101
Change 3034007 on 2016/06/30 by Lee.Clark
PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH
Change 3034173 on 2016/06/30 by Lee.Clark
PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure
Change 3034498 on 2016/06/30 by Jeff.Campeau
Use MSBuild version 14 when generating project files.
Change 3034943 on 2016/06/30 by Mark.Satterthwaite
For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.
Change 3035416 on 2016/07/01 by Lee.Clark
PS4 - Replace export vertex shader check with a CFLAG
Change 3036093 on 2016/07/01 by Brent.Pease
+ Fix dSYM bundle path on Windows ios builds
+ Search for DeltaCopy directory if its not found from the user settings
+ Do not build an XCArchive file when building for ios on non-mac platforms
Change 3036726 on 2016/07/02 by Brent.Pease
+ Add missing tvOS bitcode library
Change 3037455 on 2016/07/05 by Lee.Clark
PS4 - Default SmoothFrameRate to false
Change 3037470 on 2016/07/05 by Keith.Judge
Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.
Change 3038322 on 2016/07/05 by Jeremiah.Waldron
Fix for asset packages with Unicode characters in their name not being loaded on Android.
Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
- Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.
The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.
#jira UE-18643
#android
Change 3038693 on 2016/07/05 by Mark.Satterthwaite
Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.
Change 3039880 on 2016/07/06 by Mark.Satterthwaite
Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.
Change 3040407 on 2016/07/06 by Michael.Trepka
Added View->Enter Full Screen menu item for games on Mac
Change 3040550 on 2016/07/06 by Mark.Satterthwaite
Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.
Change 3041098 on 2016/07/07 by Peter.Sauerbrei
initial changes to get IOS builds from PC in launcher release of engine
Change 3041310 on 2016/07/07 by Keith.Judge
Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.
Change 3041327 on 2016/07/07 by Keith.Judge
Xbox One - Remove pointless memory barrier call in D3D11Query
Change 3041352 on 2016/07/07 by Keith.Judge
Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.
Change 3041419 on 2016/07/07 by Jeff.Campeau
Xbox One toolchain fix for VS2015 Update 3
Change 3041635 on 2016/07/07 by Jeff.Campeau
Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
#jira OR-15578
Change 3041735 on 2016/07/07 by Peter.Sauerbrei
re-enabled the build parameters for launcher release builds in IOS
Change 3041783 on 2016/07/07 by Joe.Graf
Changed bAutpApplyFailed to bAutoApplyFailed (typo)
Change 3041784 on 2016/07/07 by Joe.Graf
Fixed missing %s from a log message in UResavePackagesCommandlet
Change 3042434 on 2016/07/08 by Lee.Clark
PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.
Change 3042658 on 2016/07/08 by Lee.Clark
PS4 - Use SDK 3.508.201
Change 3042970 on 2016/07/08 by Josh.Adams
Redoing CL in 3040890 in Dev-Platform
Change 3043243 on 2016/07/08 by Chris.Babcock
clamped allowed slot range for gameplay debugger's categories
copy of CL# 3040313 from //UE4/Dev-Framework
#jira UE-32866
Change 3043500 on 2016/07/08 by Mark.Satterthwaite
Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.
Change 3044628 on 2016/07/11 by Mark.Satterthwaite
Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
#jira UE-32989
Change 3044948 on 2016/07/11 by Dmitry.Rekman
Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)
- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.
#jira UE-32973
Change 3045322 on 2016/07/11 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3046028 on 2016/07/12 by Lee.Clark
PS4 - Check for correct SDK installation
Allow use of 7th core when Morpheus is enabled
Change 3046339 on 2016/07/12 by Peter.Sauerbrei
fix for incorrect error message when iPhone Plus icon is the correct size
[CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
FDirectoryPath ApplocalPrerequisitesDirectory ;
2014-12-10 09:03:15 -05:00
/**
* Specifies whether to include the crash reporter in the packaged project .
* This is included by default for Blueprint based projects , but can optionally be disabled .
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay )
bool IncludeCrashReporter ;
2014-10-27 19:33:51 -04:00
/** Predefined sets of culture whose internationalization data should be packaged. */
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Internationalization Support " ) )
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3125172)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3053250 on 2016/07/18 by Steve.Robb
TNot metafunction added.
Change 3053252 on 2016/07/18 by Steve.Robb
New TIsEnumClass trait.
Change 3061345 on 2016/07/22 by Robert.Manuszewski
Changing FMallocStomp::GetAllocationSize() to return the requested allocation size instead of the physical allocation size to make FMallocStomp work properly with FMallocPoisonProxy
Change 3061377 on 2016/07/22 by Graeme.Thornton
Added bStripAnimationDataOnDedicatedServer option to UAnimationSettings which will remove all compressed data from cooked server data. Disabled by default
Change 3064592 on 2016/07/26 by Steven.Hutton
Uploading repository files
Change 3064595 on 2016/07/26 by Steven.Hutton
Assign crashes to buggs based not just on Callstack but also based on Error message.
Error messages have "data" masked out and are then compared to a table of error messages to find similar messages. Ensures are not currently filtered by error message.
Change 3066046 on 2016/07/27 by Graeme.Thornton
Better dedicated client/server class exclusion during cooking
- Add class lists to cooker settings so they can be modified in the editor
Change 3066077 on 2016/07/27 by Graeme.Thornton
Move Paragon NeedsLoadForServer calls over to the new config based system
Change 3066203 on 2016/07/27 by Chris.Wood
CrashReportProcess logging and Slack reporting improvements to monitor disk space.
[UE-31129] - Crash Report server need to alert on Slack when the PDB cache is full
Change 3066276 on 2016/07/27 by Graeme.Thornton
Move simple NeedsLoadForClient implementations over to new config based system
Change 3068019 on 2016/07/28 by Graeme.Thornton
Don't call ReleaseResources on UStaticMesh if we never render, and therefore never actually initialize the resources
- Corrects some bad stats
Change 3068218 on 2016/07/28 by Chris.Wood
CrashReportProcess 1.1.18 passes BuildVersion to MinidumpDiagnostics
[UE-31706] - Add new BuildVersion string to crash context and website
Also modified command line log file ini settings to stop MDD stalling trying to sort and delete its logs.
Change 3071665 on 2016/08/01 by Robert.Manuszewski
Moving RemoveNamesFromMasterList from UEnum destructor to BeginDestroy to avoid potential issues when its package has already been destroyed.
Change 3073388 on 2016/08/02 by Graeme.Thornton
Invalidate string asset reference tags after finishing up loading of an async package
Change 3073745 on 2016/08/02 by Robert.Manuszewski
Disabling logging to memory in shipping by default. From now on FOutputDeviceMemory will be an opt-in for games.
#jira FORT-27839
Change 3074866 on 2016/08/03 by Robert.Manuszewski
PR #2650: Fixed a bug where newline escape sequence wasnt written to the pipe (Contributed by ozturkhakki)
Change 3075128 on 2016/08/03 by Steve.Robb
Static analysis fixes: error C2065: 'ThisOuterWorld': undeclared identifier
Change 3075130 on 2016/08/03 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'LODLevel'
Change 3075131 on 2016/08/03 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Owner'
Change 3075235 on 2016/08/03 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'AnimToOperateOn'
Change 3075248 on 2016/08/03 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'ParentProfile'
Change 3075662 on 2016/08/03 by Steve.Robb
Static analysis/buffer size fix: warning C28020: The expression '_Param_(7)>=sizeof(ICMP_ECHO_REPLY)+_Param_(4)+8' is not true at this call
Change 3075668 on 2016/08/03 by Steve.Robb
Static analysis fix: warning C6326: Potential comparison of a constant with another constant
Change 3075679 on 2016/08/03 by Chris.Wood
Added -NoTrimCallstack command line arg to MDD calls from CRP 1.1.19
[OR-26335] - 29.1 crash reporter generating reports with no callstacks / info
New MDD has -NoTrimCallstack option to leave possibly irrelevant entires in the stack. Trimming is somewhat arbitrary and based on string matching. I'd rather see the whole thing.
Change 3077070 on 2016/08/04 by Steve.Robb
Dead array slack tracking code removed.
Change 3077113 on 2016/08/04 by Steve.Robb
TEnumAsByte is now deprecated for enum classes.
All current uses fixed (which tidies up that code anyway).
New FArchive::op<< for enum classes.
Generated code now never uses TEnumAsByte for enum classes.
Change 3077117 on 2016/08/04 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'DefaultSettings'
Change 3078709 on 2016/08/05 by Steve.Robb
FUNCTION_NO_NULL_RETURN_* macros added to statically annotate a function to say that it never returns a null pointer.
TObjectIterator annotated to never return null.
NewObject annotated to never return null.
Change 3078836 on 2016/08/05 by Graeme.Thornton
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
Change 3082217 on 2016/08/09 by Steve.Robb
Missing #include for FUniqueNetIdRepl added.
Change 3083679 on 2016/08/10 by Chris.Wood
CrashReportProcess performance improvements. CRP v1.1.22
[UE-34402] - Crash Reporter: Improve CRP performance by allowing multiple MDD instances
[UE-34403] - Crash Reporter: CRP should throw away crashes when backlog is too large to avoid runaway
Passing lock details to MDD on command line and managing multiple MDD tasks in CRP.
Configurable values for range of queue sizes that cause us to throw away crashes.
Change 3085362 on 2016/08/11 by Steve.Robb
Rule-of-three fixes for FAIMessageObserver, to prevent accidents.
From here: https://udn.unrealengine.com/questions/306507/tstaticarray-doesnt-call-destructor-on-elements-be.html
Change 3085396 on 2016/08/11 by Steve.Robb
Swap can now be configured via the TUseBitwiseSwap trait to not use Memswap, which can be less optimal for certain types.
Change 3088840 on 2016/08/15 by Steve.Robb
TRemoveReference moved to its own header.
Change 3088858 on 2016/08/15 by Steve.Robb
TDecay moved to its own header.
Change 3088963 on 2016/08/15 by Steve.Robb
Invoke function, for doing a generic call on a generic callable thing. Equivalent to std::invoke.
Change 3089144 on 2016/08/15 by Steve.Robb
Algo::Transform updated to use Invoke. Algorithm tests updated to test the new features.
Change 3089147 on 2016/08/15 by Steve.Robb
TLess and TGreater moved to their own headers and defaulted to void as a type-deducing version, as per std::.
Change 3090243 on 2016/08/16 by Steve.Robb
New Algo::Sort and Algo::SortBy algorithms.
Change 3090387 on 2016/08/16 by Steve.Robb
Improved bitwise swapping for Swap.
See: https://udn.unrealengine.com/questions/306922/swap-is-painfully-slow.html
Change 3090444 on 2016/08/16 by Steve.Robb
Ptr+Size overloads removed after discussion - MakeArrayView should be used instead.
Change 3090495 on 2016/08/16 by Steve.Robb
Assert when FString::Mid is passed a negative count.
#jira UE-18756
Change 3093455 on 2016/08/18 by Steve.Robb
Debuggability and efficiency improvements to UScriptStruct::DeferCppStructOps.
Change 3094476 on 2016/08/19 by Steve.Robb
BOM removed from InvariantCulture.h.
Change 3094697 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6237: (<zero> && <expression>) is always zero. <expression> is never evaluated and might have side effects.
Change 3094702 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Interactor'.
Change 3094715 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6385: Reading invalid data from 'Order': the readable size is '256' bytes, but '8160' bytes may be read.
Change 3094737 on 2016/08/19 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'OwnedComponent'.
warning C28182: Dereferencing NULL pointer. 'Child' contains the same NULL value as 'AttachToComponent' did.
Change 3094750 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Actor'.
Change 3094768 on 2016/08/19 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'LevelSequence'.
warning C6011: Dereferencing NULL pointer 'Actor'.
Change 3094774 on 2016/08/19 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'CallFunctionNode'.
Change 3094783 on 2016/08/19 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'TargetPin'.
Change 3094807 on 2016/08/19 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SourceClass'.
Change 3094815 on 2016/08/19 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'VarNode'.
warning C6011: Dereferencing NULL pointer 'SourceClass'.
Change 3094840 on 2016/08/19 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'TunnelGraph'.
warning C28182: Dereferencing NULL pointer. 'GraphNode' contains the same NULL value as 'SourceNode' did.
Change 3094864 on 2016/08/19 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SpawnClassPin'.
Change 3094880 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'PrevIfIndexMatchesStatement'.
Change 3094886 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'SpawnBlueprintPin'.
Change 3094903 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'K2Node'.
Change 3094916 on 2016/08/19 by Steve.Robb
Static analysis fix: Dereferencing NULL pointer 'CompilerContext'.
Change 3094931 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'VariablePin'.
Change 3094935 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurrentPin'.
Change 3094943 on 2016/08/19 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Pin'.
warning C28182: Dereferencing NULL pointer. 'Graph' contains the same NULL value as 'TargetGraph' did.
Change 3094960 on 2016/08/19 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'LastOutPin'.
Change 3095046 on 2016/08/19 by Steve.Robb
Single parameter version of CastChecked tagged to never return null.
Change 3095054 on 2016/08/19 by Steve.Robb
Committed wrong version in CL# 3095046.
Change 3095089 on 2016/08/19 by Steve.Robb
Static analysis fixes:
warning C6509: Invalid annotation: 'return' cannot be referenced in some contexts
warning C6101: Returning uninitialized memory '*lpdwExitCode'.
Change 3096035 on 2016/08/22 by Steve.Robb
Fix for static lighting in pixel inspector.
Change 3096039 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'World'.
Change 3096045 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Actor'.
Change 3096058 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'OtherPin'.
Change 3096059 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'MainMesh'.
Change 3096066 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'SourceType'.
Change 3096070 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'LastPushStatement'.
Change 3096074 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'OriginalDataTableInPin'.
Change 3096075 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurrentPin'.
Change 3096081 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'RunningPlatformData'.
Change 3096156 on 2016/08/22 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'BP'.
warning C6011: Dereferencing NULL pointer 'Object'.
Change 3096308 on 2016/08/22 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'TopMipData'.
warning C6011: Dereferencing NULL pointer 'MipCoverageData[0]'.
Change 3096315 on 2016/08/22 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'OldParent'.
warning C6011: Dereferencing NULL pointer 'TestExecutionInfo'.
Change 3096318 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'OwnerClass'.
Change 3096322 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'StaticMeshInstanceData'.
Change 3096337 on 2016/08/22 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Pin'.
warning C6011: Dereferencing NULL pointer 'SpawnVarPin'.
Change 3096345 on 2016/08/22 by Steve.Robb
Static analysis fixes: warning C6246: Local declaration of 'NumTris' hides declaration of the same name in outer scope.
Change 3096356 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'InWorld'.
Change 3096387 on 2016/08/22 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'ExpressionPreviewMaterial'.
warning C6011: Dereferencing NULL pointer 'MaterialNode->MaterialExpression'.
Change 3096400 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'FunctionInputs'.
Change 3096413 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'LODPackage' contains the same NULL value as 'AssetsOuter' did.
Change 3096416 on 2016/08/22 by Steve.Robb
Static analysis fixes: warning C6237: (<zero> && <expression>) is always zero. <expression> is never evaluated and might have side effects.
Change 3096423 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'RedirectorRefs.Redirector'.
Change 3096439 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'NewObject'.
Change 3096446 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'BaseClass'.
Change 3096454 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'OldSkeleton'.
Change 3096464 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'MyNode'.
Change 3096469 on 2016/08/22 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'VRInteractor'.
Change 3097559 on 2016/08/23 by Steve.Robb
Alternate fix to CL# 3096439.
Change 3097583 on 2016/08/23 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'SourceCategoryEnum'.
warning C6011: Dereferencing NULL pointer 'CurrentWorld'.
Change 3097584 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'LocalizationTarget'.
Change 3097585 on 2016/08/23 by Steve.Robb
Static analysis fixes:
warning C28182: Dereferencing NULL pointer. 'VariableSetNode' contains the same NULL value as 'AssignmentNode' did.
warning C6011: Dereferencing NULL pointer 'FirstNativeClass'.
Change 3097588 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'OutputObjClass'.
Change 3097589 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Term' contains the same NULL value as 'RValueTerm' did.
Change 3097591 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Schema'.
Change 3097597 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'LayerInfo'.
Change 3097598 on 2016/08/23 by Steve.Robb
Const-correctness fix for ILandscapeEditorModule::GetHeightmapFormatByExtension and ILandscapeEditorModule::GetWeightmapFormatByExtension.
Change 3097600 on 2016/08/23 by Steve.Robb
Fix for incorrect null check.
Change 3097605 on 2016/08/23 by Steve.Robb
Spurious static analysis fix: warning C6011: Dereferencing NULL pointer 'TexDataPtr'.
Bug filed here: https://connect.microsoft.com/VisualStudio/feedback/details/3078125
Change 3097609 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'ObjClass' contains the same NULL value as 'BaseClass' did.
Change 3097613 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'InEdGraph'.
Change 3097620 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'ThisScalableFloat'.
Change 3097627 on 2016/08/23 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'AnimBlueprint'.
Change 3097629 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Pin' contains the same NULL value as 'PoseNet' did.
Change 3097631 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'IPOverlayInfo.Brush'.
Change 3097634 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Survey'.
Change 3097639 on 2016/08/23 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Settings'.
Change 3097650 on 2016/08/23 by Steve.Robb
Alternate fix for CL# 3097597.
Change 3097725 on 2016/08/23 by Steve.Robb
Spurious static analysis fix: warning C6011: Dereferencing NULL pointer 'BodySetup'.
Change 3097764 on 2016/08/23 by Steve.Robb
Spurious static analysis fix: warning C28182: Dereferencing NULL pointer. 'FoundMode' contains the same NULL value as 'ElementType * FoundMode=LoopModes.FindByPredicate(<lambda>)' did.
Change 3097770 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Triangle'.
Change 3097775 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurGroup'.
Change 3097796 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'SourceComponent'.
Change 3097797 on 2016/08/23 by Steve.Robb
Spurious static analysis fix: warning C6011: Dereferencing NULL pointer 'HitComponent'.
Change 3097843 on 2016/08/23 by Steve.Robb
Spurious static analysis fix: Dereferencing NULL pointer. 'MatchingNewPin' contains the same NULL value as 'UEdGraphPin ** MatchingNewPin=this->Pins.FindByPredicate(<lambda>)' did.
Change 3097864 on 2016/08/23 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'ObjectClass'.
warning C6011: Dereferencing NULL pointer 'Client'.
Change 3097871 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'SMLightingMesh->StaticMesh' contains the same NULL value as 'StaticMesh' did.
Change 3098015 on 2016/08/23 by Steve.Robb
Alternative fix for CL# 3094864.
Change 3098024 on 2016/08/23 by Steve.Robb
Alternative fix for CL# 3094943.
Change 3098052 on 2016/08/23 by Steve.Robb
Alternative fix for CL# 3094886.
Change 3098080 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'PrimitiveComponent' contains the same NULL value as 'ReplacementComponent' did.
Change 3098102 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'IndexTermPtr'.
Change 3098148 on 2016/08/23 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Node'.
warning C6011: Dereferencing NULL pointer 'OldNode'.
warning C6011: Dereferencing NULL pointer 'LinkedPin'.
warning C6011: Dereferencing NULL pointer 'RootNode'.
Change 3098156 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'BTGraphNode'.
Change 3098176 on 2016/08/23 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'NewSection'.
Change 3098182 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Sprite'.
Change 3098197 on 2016/08/23 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Node'.
Coding standards fixes.
Change 3098202 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'ExistingEventNode'.
Change 3098208 on 2016/08/23 by Steve.Robb
Static analysis fixes:
warning C28182: Dereferencing NULL pointer. 'Graph' contains the same NULL value as 'GraphNew' did.
warning C28182: Dereferencing NULL pointer. 'GoodGraph' contains the same NULL value as 'GraphNew' did.
Change 3098229 on 2016/08/23 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Property'.
Change 3099188 on 2016/08/24 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SharedBaseClass'.
Change 3099195 on 2016/08/24 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'NodeProperty'.
Change 3099205 on 2016/08/24 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'VarDesc'.
Change 3099228 on 2016/08/24 by Steve.Robb
Spurious static analysis fix: warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'ParentNode' did.
Change 3099539 on 2016/08/24 by Steve.Robb
Spurious static analysis fixes:
warning C6011: Dereferencing NULL pointer 'InBlueprint'.
warning C28182: Dereferencing NULL pointer. 'TestObj' contains the same NULL value as 'TestOuter' did.
https://connect.microsoft.com/VisualStudio/feedback/details/3082362
https://connect.microsoft.com/VisualStudio/feedback/details/3082622
Change 3099546 on 2016/08/24 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'OldNode'.
Change 3099561 on 2016/08/24 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'ReferencedObject'.
Change 3099571 on 2016/08/24 by Steve.Robb
Static analysis fix: Dereferencing NULL pointer. 'ObjClass' contains the same NULL value as 'CommonBaseClass' did.
Change 3099600 on 2016/08/24 by Steve.Robb
Static analysis fix:
warning C6385: Reading invalid data from 'this->Packages': the readable size is '24' bytes, but '32' bytes may be read.
warning C6385: Reading invalid data from 'Diff.ObjectSets': the readable size is '24' bytes, but '32' bytes may be read.
warning C6386: Buffer overrun while writing to 'Objects': the writable size is '24' bytes, but '32' bytes might be written.
Change 3099912 on 2016/08/24 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SharedBaseClass'.
Change 3099923 on 2016/08/24 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'ThumbnailInfo'.
Change 3100977 on 2016/08/25 by Steve.Robb
Static analysis fixes:
warning C6001: Using uninitialized memory '*VectorRef'.
warning C6001: Using uninitialized memory '*PointRef'.
warning C6001: Using uninitialized memory '*PolyRef'.
Coding standard fixes.
Change 3100985 on 2016/08/25 by Steve.Robb
Static analyis fix: warning C6011: Dereferencing NULL pointer 'SpawnClassPin'.
Change 3100987 on 2016/08/25 by Steve.Robb
Static analysis fixes:
warning C28183: 'Resources.BitmapHandle' could be '0', and is a copy of the value found in 'CreateDIBSection()`829': this does not adhere to the specification for the function 'SelectObject'.
warning C6387: '_Param_(4)' could be '0': this does not adhere to the specification for the function 'CreateDIBSection'.
Change 3100992 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6287: Redundant code: the left and right sub-expressions are identical.
Change 3101000 on 2016/08/25 by Steve.Robb
Static analysis fixes:
warning C6001: Using uninitialized memory 'tmpMemReq'.
warning C6001: Using uninitialized memory 'TmpCreateInfo'.
Change 3101004 on 2016/08/25 by Steve.Robb
warning C28182: Dereferencing NULL pointer. 'FoliageActor' contains the same NULL value as 'Actor' did.
Change 3101009 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'StaticMeshComponent'.
Change 3101115 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Canvas'.
Change 3101120 on 2016/08/25 by Steve.Robb
Fixes to previous fixes.
Change 3101128 on 2016/08/25 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Stream'.
Change 3101281 on 2016/08/25 by Steve.Robb
Static analysis fixes:
warning C6262: Function uses '99256' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap.
warning C6001: Using uninitialized memory 'Pixel'.
Change 3101292 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'BulkDataPointer'.
Change 3101299 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'UnrealMaterial'.
Change 3101300 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'AssetObject'.
Change 3101304 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'MeshRootNode'.
Change 3101311 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Cluster'.
Change 3101323 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'StartNode'.
Change 3101329 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Object'.
Change 3101333 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'ArrayRef'.
Change 3101339 on 2016/08/25 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'ImportData'.
warning C6011: Dereferencing NULL pointer 'CurveToImport'.
Change 3101485 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'ObjectProperty'.
Change 3101583 on 2016/08/25 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'UserDefinedStruct'.
Change 3105721 on 2016/08/30 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'SpawnClassPin'.
Change 3105724 on 2016/08/30 by Steven.Hutton
Change users page to more responsive paginated version.
Change 3105725 on 2016/08/30 by Steven.Hutton
Added field for crash processor failed
Change 3105786 on 2016/08/30 by Steve.Robb
Reintroduced missing operator<< for enum classes.
Change 3105803 on 2016/08/30 by Steve.Robb
Removal of obsolete code and state. PrepareCppStructOps() has several unreachable blocks, one of which sets UScriptStruct::bCppStructOpsFromBaseClass which is otherwise never true, so it can be removed too.
Change 3106251 on 2016/08/30 by Steve.Robb
Switch static analysis node to build editor instead of just the engine.
Change 3107556 on 2016/08/31 by Steven.Hutton
Added build version data from CRP to DB as part of add crash #rb none
Change 3107557 on 2016/08/31 by Steven.Hutton
Passed build version data to CRW through crash description #rb none
Change 3107634 on 2016/08/31 by Graeme.Thornton
Only accept "log=<filename>" and "abslog=<filename>" command line values if the filename has a "log" or "txt" extension
#jira UE-20147
Change 3107797 on 2016/08/31 by Steve.Robb
Fix for UHT debugging manifest, after paths changed in CL# 3088416.
Change 3107964 on 2016/08/31 by Steve.Robb
TCString::Strfind renamed to TCString::Strifind, as it is case-insensitive.
New case-sensitive TCString::Strfind added, based on GitHub PR #2453.
Change 3108023 on 2016/08/31 by Steve.Robb
Removal of test code which no longer compiles now that we emit errors on skipped preprocessor blocks.
Change 3108160 on 2016/08/31 by Steven.Hutton
Update to add new filter to website front page #rb none
Change 3109556 on 2016/09/01 by Steven.Hutton
Fixing compile warning #rb none
Change 3110001 on 2016/09/01 by Steve.Robb
PR #2468: Fix for UnrealHeaderTool TArray<TScriptInterface<>> UFUNCTION parameters (Contributed by UnrealEverything)
Change 3111835 on 2016/09/02 by Steve.Robb
Enforce uint8 on UENUM() enum classes.
#jira UE-35224
Change 3111867 on 2016/09/02 by Steve.Robb
Static analysis fix: warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.
Change 3111880 on 2016/09/02 by Steve.Robb
Static analysis fixes:
warning C6386: Buffer overrun while writing to 'Views': the writable size is 'ShaderBindings.ResourceViews.public: int __cdecl TArray<class TSlateD3DTypedShaderParameter<struct ID3D11ShaderResourceView> *,class FDefaultAllocator>::Num(void)const ()*8' bytes, but '16' bytes might be written.
warning C6386: Buffer overrun while writing to 'ConstantBuffers': the writable size is 'ShaderBindings.ConstantBuffers.public: int __cdecl TArray<class TSlateD3DTypedShaderParameter<struct ID3D11Buffer> *,class FDefaultAllocator>::Num(void)const ()*8' bytes, but '16' bytes might be written.
Change 3111886 on 2016/09/02 by Steve.Robb
Static analysis fix: warning C6386: Buffer overrun while writing to 'DistortionMeshIndices': the writable size is 'NumIndices*2' bytes, but '4' bytes might be written.
Change 3112025 on 2016/09/02 by Steve.Robb
Static analysis fix:
warning C6011: Dereferencing NULL pointer 'pInputProcessParameters'.
warning C6011: Dereferencing NULL pointer 'pOutputProcessParameters'.
Change 3112051 on 2016/09/02 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Command'.
Change 3112066 on 2016/09/02 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurNetDriver'.
Change 3112093 on 2016/09/02 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'byteArray'.
Change 3112110 on 2016/09/02 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'PersistentParty'.
Change 3112123 on 2016/09/02 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'CurDriver'.
warning C6011: Dereferencing NULL pointer 'CurNetDriver'.
warning C6011: Dereferencing NULL pointer 'CurWorld'.
Change 3112157 on 2016/09/02 by Steve.Robb
Static analysis fixes: warning C6011: Dereferencing NULL pointer 'UnitTest'.
Change 3112283 on 2016/09/02 by Steve.Robb
Static analysis fixes:
warning C6244: Local declaration of 'None' hides previous declaration at line '173' of 'netcodeunittest.h'.
Change 3113455 on 2016/09/05 by Chris.Wood
CRP performance improvements (v1.1.25)
Change 3113468 on 2016/09/05 by Steve.Robb
Reverting unnecessary merge in CL# 3112464.
Change 3113508 on 2016/09/05 by Steve.Robb
Static analysis fix: warning C6031: Return value ignored: 'CoCreateGuid'.
Change 3113588 on 2016/09/05 by Steve.Robb
Static analysis fix: warning C6244: Local declaration of 'hInstance' hides previous declaration
Change 3113863 on 2016/09/06 by Steve.Robb
Fix for this error:
Could not find a part of the path 'D:\Build\++UE4+Dev-Core+Compile\Sync\Engine\Plugins\2D\Paper2D\Binaries\Win64\UE4Editor.modules'.
Change 3113864 on 2016/09/06 by Steve.Robb
Misc static analysis fixes for VS2015 Update 2.
Change 3113918 on 2016/09/06 by Ben.Marsh
Explicitly check for version manifest existing before trying to delete it, rather than swallowing the exception.
Change 3114293 on 2016/09/06 by Steve.Robb
Static analysis fixes for Visual Studio Update 2.
Change 3115732 on 2016/09/07 by Steve.Robb
Static analysis fix: warning C6262: Function uses '121180' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap.
Change 3115754 on 2016/09/07 by Steve.Robb
GObjectArrayForDebugVisualizers init order fix.
Removal of obsolete FName visualizer helper code.
Change 3115774 on 2016/09/07 by Steve.Robb
Fix for ICE by moving static variables into their own file and removing const return types.
#jira UE-35597
Change 3116061 on 2016/09/07 by Steve.Robb
Redundant LOCTEXT_NAMESPACE removed - was missed in CL# 3115774.
Change 3117478 on 2016/09/08 by Steve.Robb
Static analysis fixes in third party code, using a new macro-based system.
Change 3119152 on 2016/09/09 by Steve.Robb
TArray::RemoveAt and RemoveAtSwap with a bool Count is now a compile error.
Change 3119200 on 2016/09/09 by Steve.Robb
Fix for destructors not being called in TSparseArray move assignment.
Change 3119568 on 2016/09/09 by Steve.Robb
Fix for TSparseArray visualizer.
Change 3119591 on 2016/09/09 by Steve.Robb
New MakeShared function which allocates the object and reference controller in a single block.
Change 3120281 on 2016/09/09 by Steve.Robb
Fix for ICE on static analysis build.
#jira UE-35596
Change 3120786 on 2016/09/12 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'SavedGame'.
Change 3120787 on 2016/09/12 by Steve.Robb
Removal of TEnumAsByte on enum classes.
Change 3120789 on 2016/09/12 by Steve.Robb
Static analysis fixes:
warning C6385: Reading invalid data from 'D3D11X_CERAM_OFFSET_BY_SET_STAGE': the readable size is '28' bytes, but '64' bytes may be read.
warning C6101: Returning uninitialized memory '*pDescriptorDst'. A successful path through the function does not set the named _Out_ parameter.
Change 3121234 on 2016/09/12 by Steve.Robb
Unused ToBuildInfoString function declaration removed.
Change 3122616 on 2016/09/13 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Compiler'.
Change 3123070 on 2016/09/13 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'top' contains the same NULL value as 'edge' did.
[CL 3126145 by Robert Manuszewski in Main branch]
2016-09-15 00:21:42 -04:00
EProjectPackagingInternationalizationPresets InternationalizationPreset ;
2014-10-27 19:33:51 -04:00
/** Cultures whose data should be cooked, staged, and packaged. */
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Localizations to Package " ) )
2014-08-14 16:53:33 -04:00
TArray < FString > CulturesToStage ;
2019-12-18 09:14:50 -05:00
/** List of localization targets that should be chunked during cooking (if using chunks) */
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay )
TArray < FString > LocalizationTargetsToChunk ;
2020-01-26 11:35:42 -05:00
/** The chunk ID that should be used as the catch-all chunk for any non-asset localized strings */
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay )
int32 LocalizationTargetCatchAllChunkId = 0 ;
2015-02-03 16:06:53 -05:00
/**
* Cook all things in the project content directory
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Cook everything in the project content directory (ignore list of maps below) " ) )
bool bCookAll ;
/**
* Cook only maps ( this only affects the cookall flag )
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Cook only maps (this only affects cookall) " ) )
bool bCookMapsOnly ;
2015-02-13 15:35:16 -05:00
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622)
#rb none
#lockdown nick.penwarden
Change 3046743 on 2016/07/12 by Mark.Satterthwaite
Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance.
#rb ben.woodhouse
#jira UE-33028
Change 3046820 on 2016/07/12 by Peter.Sauerbrei
PR#2594 - fix for analog input, courtesy of CleanCut
#rb daniel.lamb
Change 3046826 on 2016/07/12 by Peter.Sauerbrei
PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet
#rb daniel.lamb
Change 3046835 on 2016/07/12 by Peter.Sauerbrei
PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet
PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser
#rb daniel.lamb
Change 3046838 on 2016/07/12 by Peter.Sauerbrei
PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet
#rb daniel.lamb
Change 3046854 on 2016/07/12 by Peter.Sauerbrei
PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet
PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation
#rb daniel.lamb
Change 3046858 on 2016/07/12 by Peter.Sauerbrei
PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet
PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston
#rb daniel.lamb
Change 3046862 on 2016/07/12 by Peter.Sauerbrei
fix for type in tooltip
#jira UE-27123
#rb daniel.lamb
Change 3046919 on 2016/07/12 by Daniel.Lamb
Stop texture derived data from loading it's bulk data when the linker is destoryed.
#rb Peter.Sauerbrei
Change 3046922 on 2016/07/12 by Daniel.Lamb
Updated the default cooker gc settings so that it can have more resources.
Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker.
Changed the way reentry data is stored in the cooker.
Cook only editor content flag in project settings now works again.
#rb Josh.Adams
#test cook Paragon
Change 3046924 on 2016/07/12 by Daniel.Lamb
Added support for encrypting ini files.
Added new project setting in the editor and setting in ufe.
Also added ForDistribution flag to ufe.
#rb Peter.Sauerbrei
Change 3046936 on 2016/07/12 by Mark.Satterthwaite
Fix compute shader TLV clear for async. compute on Mac.
#rb chris.babcock
Change 3047207 on 2016/07/12 by Mark.Satterthwaite
It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free.
#rb chris.babcock
Change 3047208 on 2016/07/12 by Mark.Satterthwaite
When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used.
#rb chris.babcock
Change 3047209 on 2016/07/12 by Mark.Satterthwaite
Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap.
#rb chris.babcock
Change 3047641 on 2016/07/13 by Lee.Clark
PS4 - Improve SDK Version checking messages
#rb none
Change 3047663 on 2016/07/13 by Keith.Judge
Orion - Various minor PS4-only things activated for XB1.
#rb none
Change 3047664 on 2016/07/13 by Keith.Judge
XB1 - Fix analysis warning of shadowing a member variable.
#rb none
Change 3047784 on 2016/07/13 by Keith.Judge
Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity.
#rb None
Change 3047834 on 2016/07/13 by Keith.Judge
XB1 - Release underlying memory of 3D textures when destroying them. Oops!
#rb none
Change 3048190 on 2016/07/13 by Josh.Adams
- Now leave around the ASTC encoder input file on error, for reproing outside of the engine
#rb none
Change 3048256 on 2016/07/13 by Daniel.Lamb
Removed warning about missing file when using cook on the fly.
#rb Peter.Sauerbrei
Change 3048409 on 2016/07/13 by Daniel.Lamb
Improved output for saving packages in unattended builds.
#rb Jonathan.Fitzpatrick
Change 3048763 on 2016/07/13 by Peter.Sauerbrei
switch AppleTV to tvOS in the editor
#jira UE-30532
#rb michael.trepka
Change 3049608 on 2016/07/14 by Keith.Judge
XB1 - Optimize vertex/index buffer dynamic memory usage.
#rb none
Change 3049609 on 2016/07/14 by Keith.Judge
Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls.
#rb None
Change 3049610 on 2016/07/14 by Keith.Judge
Xbox One - Reduce latency of deferred deletions to two frames.
#rb None
Change 3049730 on 2016/07/14 by Keith.Judge
Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs.
#rb None
Change 3049732 on 2016/07/14 by Keith.Judge
Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread.
Also remove optimization pragmas accidentally left in.
#rb none
Change 3049791 on 2016/07/14 by Keith.Judge
Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash.
#rb None
Change 3049968 on 2016/07/14 by Jeremiah.Waldron
Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues.
Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar
#jira UE-24954, UE-27685, UE-20067
#rb chris.babcock
Change 3050428 on 2016/07/14 by Jeremiah.Waldron
Fix for application window being terminated if an AlertDialog is showing onPause
Repro'd and fix tested on Samsung Galaxy Note 3
#android
#jira UE-32998
#rb chris.babcock
Change 3050642 on 2016/07/14 by Peter.Sauerbrei
fix for invalid generated plist
#rb daniel.lamb
Change 3050718 on 2016/07/14 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3051327 on 2016/07/15 by Keith.Judge
Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next.
#rb None
Change 3051346 on 2016/07/15 by Keith.Judge
Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture.
#rb None.
Change 3051530 on 2016/07/15 by Nick.Shin
github: minor typo fixes
#jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging
#rb none
Change 3053631 on 2016/07/18 by Mark.Satterthwaite
Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger.
#codereview daniel.wright
#rb josh.adams
#jira UE-33350
Change 3053816 on 2016/07/18 by Mark.Satterthwaite
Fixes for iOS Metal:
- Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available.
- Stencil texture views are only required on Mac.
- State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA.
- Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds.
#rb michael.trepka
Change 3053818 on 2016/07/18 by Mark.Satterthwaite
Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround.
#rb michael.trepka
Change 3054426 on 2016/07/18 by Dmitry.Rekman
Fix case-sensitive compilation problems (UE-33420).
#codereview Olaf.Piesche
#rb none
Change 3054434 on 2016/07/18 by Mark.Satterthwaite
Silence delete-non-virtual-dtor warnings on iOS as we do on Mac.
#rb none
Change 3054719 on 2016/07/18 by Jeremiah.Waldron
Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing.
Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock
#jira UE-32998
#android
#rb chris.babcock
Change 3054742 on 2016/07/18 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3054850 on 2016/07/18 by Dmitry.Rekman
Replace Fatal->Error so messagebox can be shown (UE-22818).
- Incorporates PR #1714 by zaps166.
#rb none
#tests Tried to create an invalid context, made sure messagebox is popping up.
Change 3055317 on 2016/07/19 by Lee.Clark
PS4 - Fix render target memory allocation
#jira UE-32988
#rb Marcus.Wassmer
Change 3055682 on 2016/07/19 by Brent.Pease
+ Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error
#rb michael.trepka
Change 3056065 on 2016/07/19 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3056256 on 2016/07/19 by Chris.Babcock
Add optional log spew filtering callback to Run
#jira UE-33468
#ue4
#android
#rb Ben.Marsh
#codereview Jack.Porter
Change 3056727 on 2016/07/19 by Chris.Babcock
Added addition scope (plus.login) to Google Play Games builder
#jira UE-33480
#ue4
#android
#rb none
#codereview ryan.gerleve
Change 3056811 on 2016/07/19 by Jeff.Campeau
Xbox One now accepts client configs.
#rb none
Change 3057152 on 2016/07/20 by Dmitry.Rekman
Linux: use libc++ instead of libstdc++.
- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
- Bundled libc++ 3.8.1 (TPS cleared).
- Turned off ICU compilation (needs recompile against libc++).
- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.
#rb none
#tests Built and ran a number of Linux targets.
Change 3057362 on 2016/07/20 by Keith.Judge
XB1 - Fix busted merge from yesterday
#rb None
Change 3057647 on 2016/07/20 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3057655 on 2016/07/20 by Daniel.Lamb
Added test cooking flag.
#rb Peter.Sauerbrei
#test Cook paragon.
Change 3058779 on 2016/07/20 by Dmitry.Rekman
Fix crash on cooker exit (UE-33583).
- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.
#rb Josh.Adams
#codereview Josh.Adams, Jamie.Dale
#tests Compiled and ran Linux editor.
#lockdown Josh.Adams
Change 3058835 on 2016/07/20 by Chris.Babcock
Enable GooglePlay and GameCenter plugins by default
#jira UE-33605
#ue4
#android
#ios
#rb mark.satterthwaite
#codereview Peter.Sauerbrei
#lockdown Josh.Adams
Change 3058847 on 2016/07/20 by Chris.Babcock
Fix Android device rule for AlcatelPixi3
#jira UE-33606
#ue4
#android
#rb none
#codereview Jeremiah.Walron
#lockdown Josh.Adams
Change 3059693 on 2016/07/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
#lockdown nick.penwarden
Change 3060139 on 2016/07/21 by Chris.Babcock
Fix proguard entry for Android mediaplayer tracks
#jira UE-33644
#ue4
#android
#rb Josh.Adams
#lockdown Josh.Adams
Change 3061151 on 2016/07/22 by Niklas.Smedberg
Fast ASTC texture compression, using ISPC.
#jira UE-32308
#rb chris.babcock
#lockdown josh.adams
Change 3061428 on 2016/07/22 by Peter.Sauerbrei
Back out changelist 3061151 as it wasn't approved for submission
#rb none
#lockdown josh.adams
Change 3061436 on 2016/07/22 by Lee.Clark
PS4 - Back out render target mem allocation changes and put in a temp hack
#jira UE-33657
#codereview Marcus.Wassmer
#lockdown josh.adams
#rb none
[CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
/**
* Encrypt ini files inside of the pak file
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3805092)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3623004 by Ben.Marsh
Fix RemoteExecutor not taking the remote machine specs into account.
Change 3623172 by Ben.Marsh
UGS: Fix "More Info..." button not using P4 server override.
Change 3628820 by Ben.Marsh
PR #3979: Get working directory from task element, not tool node (Contributed by nullbus)
Change 3630424 by Graeme.Thornton
Make the AES key parameter const in FAES::EncryptData()
Change 3632786 by Steve.Robb
FString constructor fixed to not take an ignored void* parameter, which can be misleading.
Change 3639534 by Ben.Marsh
Remove old P4.NET library. Doesn't seem to be used by anything.
Change 3640536 by Steve.Robb
GitHub #4007 : Delete unnecessary specialization of MakeArrayView
#jira UE-49617
Change 3641155 by Gil.Gribb
UE4 - Speculative fix for problem with summary reading in FAsyncArchive2.
Change 3643932 by Ben.Marsh
Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument).
Change 3644825 by Ben.Marsh
Use VSWHERE to find the location of MsBuild.exe, if available.
https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645
Change 3647395 by Ben.Marsh
Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options.
Change 3650300 by Ben.Marsh
UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis.
Change 3650856 by Robert.Manuszewski
Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread
Change 3651022 by Gil.Gribb
UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher.
Change 3658331 by Steve.Robb
Fix for the parsing of large integer values.
Change 3661958 by Gil.Gribb
UE4 - Fixed rare hang in task graph.
Change 3664021 by Robert.Manuszewski
Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy
See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html
Change 3664254 by Steve.Robb
Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports.
Change 3664436 by Steve.Robb
Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads.
Change 3666461 by Graeme.Thornton
Improvements to signing/encryption key embedding and runtime access
- Changed method of embedding key into the executable to make it more secure
- Added FAESKey class to wrap a 32 byte key
Change 3666462 by Graeme.Thornton
Cut ShooterGame AES key down to 32 characters
Change 3677560 by Ben.Marsh
PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn)
Change 3683534 by Steve.Robb
Refactoring of enum/struct lookup during hot reload.
Change 3683754 by Steve.Robb
Alignment fixes to allow int64 on 32-bit platforms
Support for integral types in IsAligned.
Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types.
Some fixes to existing code.
Change 3686670 by Steve.Robb
Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS.
Change 3687540 by Ben.Marsh
Fix all UBT/UAT output going to stderr rather than stdout.
Change 3688931 by Gil.Gribb
UE4 - Critical fix for a rare race condition in the pak file async IO layer.
Change 3690000 by Graeme.Thornton
Manual copy of 4.18 CL 3687869
Make UBT include the destination INI file for a given hierarchy if it exists
Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name
Change 3690030 by Graeme.Thornton
VSCode fixes
- Source Code Accessor plugin changes. Add new interface method to open a solution at a given path
- GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for
- Various fixes for vscode project file generation
#jira UE-50554
Change 3690885 by Steve.Robb
Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>.
Change 3691052 by Steve.Robb
Free stats thread on shutdown.
Change 3695138 by Steve.Robb
AsConst helper function added.
Change 3696627 by James.Hopkin
Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr
(review-3606695)
Change 3697099 by Steve.Robb
GitHub #4105 : Removed redundant class access modifier
Change 3697154 by Steve.Robb
Removal of deprecated functions in delegates.
Mutable lambdas to can now be bound to delegates.
Change 3697180 by Steve.Robb
GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty
Change 3697239 by Steve.Robb
Allow TArray::Insert to take an array with any allocator type.
Change 3697269 by Steve.Robb
RelocateConstructItems instead of MoveConstructItems.
Change 3697558 by Steve.Robb
New _GetRef functions for TArray, which return a reference to the newly-added element.
Unit tests for these functions.
Change 3699776 by Steve.Robb
TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled.
Change 3702397 by Steve.Robb
TIsTrivial type trait.
Change 3702569 by Steve.Robb
Allow a TGuardValue to be assigned to a different type from the one being guarded.
Change 3706644 by Robert.Manuszewski
Different stack ingore count for development builds for FArchiveStackTrace
Change 3709272 by Steve.Robb
Removal of redundant UpdateVertices, which causes a race condition on the renderer thread.
Change 3709452 by Robert.Manuszewski
Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies
Change 3709454 by Robert.Manuszewski
Added command line option -NOEDL to disable EDL
Change 3709487 by Steve.Robb
Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1.
Change 3709645 by Ben.Marsh
Fix race condition between multiple instances of UBT trying to write out the XML config cache.
Change 3711193 by Ben.Marsh
Add an editor setting for the shared DDC location to use.
#jira UE-51487
Change 3713811 by Steve.Robb
Update .modules files after a hot reload.
Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks.
Pass hotreload flags around in UBT instead of relying on global state.
This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205.
#jira UE-51472
Change 3715654 by Steve.Robb
GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy.
Change 3718782 by Steve.Robb
TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called.
Change 3720830 by Steve.Robb
Initial import of TAtomic object wrapper, which guarantees atomic access to an object.
Change 3720881 by Steve.Robb
FCompression ThreadSanitizer data race fixes.
Change 3722640 by Graeme.Thornton
Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading.
#jira UE-51463
Change 3722655 by Steve.Robb
Don't null name table because it's already zeroed at startup.
Some tidy-ups.
Change 3722754 by Steve.Robb
Thread sanitizer fix.
Small typo fix.
Change 3722849 by Graeme.Thornton
Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server
Change 3723081 by Steve.Robb
TAtomic is now aligned to the underlying integer type.
TAtomic will now static assert with a better error message when given an unsupported type.
Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number.
Misc renames.
Change 3723270 by Ben.Marsh
Include /d2cgsummary argument when running UBT with -Timing.
Change 3723683 by Ben.Marsh
Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance.
Change 3725422 by Robert.Manuszewski
When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning.
Change 3725735 by Robert.Manuszewski
Making all CheckDefaultSubobjects related functions const
Change 3726167 by Steve.Robb
FMinimalName::IsNone added.
Change 3726458 by Steve.Robb
TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer.
Change 3726542 by Ben.Marsh
UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths.
Change 3726595 by Ben.Marsh
Allow building multiple game targets in the example BuildEditorAndTools.xml script.
Change 3726724 by Ben.Marsh
Fix ambiguities in calculating root directory. (GitHub #4172)
Change 3726959 by Ben.Marsh
Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does.
Change 3728437 by Steve.Robb
VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel.
Some improved documentation.
NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping.
Change 3732262 by Gil.Gribb
UE4 - Fixed rare hangs in the task graph.
Change 3732755 by Steve.Robb
Stats TSAN fixes.
Optimizations to FCycleCounter::Start() to only read the stat name once.
Change 3735000 by Robert.Manuszewski
Always preload the AssetRegistry module on startup. even if EDL is disabled.
Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert.
Change 3735292 by Robert.Manuszewski
Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates.
Change 3735332 by Steve.Robb
Refactoring of UDelegateProperty::Identical() to clarify logic.
Fixed UMulticastDelegateProperty::Identical() to compare the bound function names.
PPF_DeltaComparison removed, as it doesn't seem useful.
Change 3737960 by Graeme.Thornton
VSCode - Add launch task for generating project files for the given folder
Change 3738398 by Graeme.Thornton
Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor
#jira UE-51451
Change 3738405 by Graeme.Thornton
VSCode: Format c/cpp settings strings using comment path formatting function
Change 3738928 by Steve.Robb
Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18)
#jira UE-51842
Change 3739135 by Ben.Marsh
Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history.
#jira UE-51855
Change 3739360 by Ben.Marsh
UAT: Fix issue with P4PORT setting not being parsed correctly.
Change 3745959 by James.Hopkin
#core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types
Change 3746125 by Steve.Robb
FName ThreadSanitizer fixes.
Change 3747274 by Steve.Robb
TSAN fix for FMediaTicker::Stopping.
Change 3747618 by Steve.Robb
ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish.
Change 3747720 by Steve.Robb
ThreadSanitizer fix for FMessageRouter::Stopping.
Change 3749207 by Graeme.Thornton
First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys.
Change 3749323 by Graeme.Thornton
Fix UAT crash when only -targetplatform is specifiied
Change 3749349 by Steve.Robb
TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer.
Change 3749617 by Steve.Robb
Logf static_assert for formatting string enabled.
Change 3749897 by Steve.Robb
FDebug::LogAssertFailedMessage static assert for formatting string enabled.
Change 3754011 by Steve.Robb
Static asserts that the allocator supports move.
Move-enabled our allocators which don't support move.
Change 3754227 by Ben.Marsh
Fix build command line in generated projects missing a space before the compiler version override.
#jira UE-52226
Change 3754562 by Ben.Marsh
PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk)
Change 3755616 by Graeme.Thornton
Runtime code for using the new crypto ini files to define signing/encryption keys
#jira UE-46580
Change 3755666 by James.Hopkin
Used ImplicitConv to remove Casts being used for up-casts
#review-3745965
Change 3755671 by Graeme.Thornton
Add log message in unrealpak to say which config file system it is using for crypto keys
Change 3755672 by Graeme.Thornton
Updating ShooterGame with new CryptoKeys based security setup
Change 3756778 by Ben.Marsh
Add support for running multiple jobs simultaneously on a single builder.
When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used.
Change 3758498 by Ben.Marsh
Re-throw exceptions when a file cannot be deleted when cleaning a target.
Change 3758921 by Steve.Robb
ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access.
DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory.
Change 3760599 by Graeme.Thornton
Added missing epic header comment to some new source files
Change 3760642 by Steve.Robb
ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread.
Change 3760669 by Graeme.Thornton
Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually.
Added a test mode to the cryptokeys commandlet to test signing key generation
Change 3760711 by Steve.Robb
ThreadSanitizer fixes to GIsRenderingThreadSuspended.
Change 3760739 by Steve.Robb
ThreadSanitizer fix for FQueuedThread::TimeToDie.
Change 3760763 by Steve.Robb
ThreadSanitizer fix for GRunRenderingThreadHeartbeat.
Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread.
Change 3760793 by Steve.Robb
Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos.
Change 3760817 by Steve.Robb
ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos.
Change 3761331 by Josh.Engebretson
UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj
#jira UE-52416
Change 3761521 by Steve.Robb
ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId.
Change 3763117 by Graeme.Thornton
PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL)
Change 3763358 by Graeme.Thornton
Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes
Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path
Derived from the content of this PR:
PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang)
Change 3764058 by Graeme.Thornton
Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes
#jira UE-52359
Change 3764705 by Steve.Robb
Better handling of whitespace in ImportText_Internal() for set and map properties.
Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data).
Fix to USetProperty's temp buffer size to avoid buffer overruns.
Duplicate map keys are now skipped during import, same as USetProperty's behavior.
Change 3764731 by Steve.Robb
Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that.
Change 3765923 by Graeme.Thornton
VSCode - "taskName" -> "label" for C# build tasks
Change 3766018 by Steve.Robb
constexpr constructor for TAtomic.
Change 3766037 by Steve.Robb
Misc tidyings in HotReload.cpp.
Change 3766046 by Steve.Robb
ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local.
Change 3766288 by Steve.Robb
Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects.
Change 3766374 by Josh.Engebretson
Fix issue with ini quoted value comparison
#jira UE-52066
Change 3766532 by Josh.Engebretson
PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu)
#jira UE-46156
Change 3766740 by Steve.Robb
TMultiMap::Append added.
Change 3767523 by Steve.Robb
ThreadSanitizer fix for UE4Delegates_Private::GNextID.
Change 3767601 by Steve.Robb
ThreadSanitizer fix for FStats::GameThreadStatsFrame.
Change 3770567 by Ben.Marsh
Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives.
Change 3770826 by Ben.Marsh
Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it.
Change 3770875 by Steve.Robb
Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps.
Change 3772167 by Ben.Marsh
Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data.
Change 3772248 by Steve.Robb
ThreadSanitizer fixes to FMalloc call counters.
Change 3772383 by Ben.Marsh
Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive.
Change 3772906 by Graeme.Thornton
TextAssetCommandlet - Utility commandlet for testing/converting to text asset format
Change 3772932 by Ben.Marsh
Fix "String:" prefix not being stripped from escaped string values.
Change 3772942 by Graeme.Thornton
Add experimental setting to enable in-editor text asset format functionality
Add "export to text" option into the content browser asset actions context menu
Change 3772955 by Ben.Marsh
Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility.
Change 3772963 by Ben.Marsh
Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries.
Change 3773010 by Graeme.Thornton
Added CORE_API to FArchiveFromStructuredArchive
Gave text asset format experimental option a slightly less random tooltip comment
Change 3773057 by Ben.Marsh
Add a flag to FArchive to determine whether the archive is text (IsTextFormat()).
Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive.
Also rename FStructuredArchive::TryEnterSlot() to TryEnterField().
Change 3773118 by Steve.Robb
TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size.
Change 3773122 by Steve.Robb
TAtomic fixes for pointer arithmetic.
TSignedIntType used instead of reimplementing its own trait.
Change 3773123 by Steve.Robb
Unit tests for TAtomic.
Change 3773138 by Steve.Robb
Run numeric tests on integer types instead of basic tests.
Fix for compiler warnings when subtracting from unsigned atomics.
Change 3773166 by Steve.Robb
Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that.
Change 3774216 by Gil.Gribb
UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file.
Change 3774426 by Ben.Marsh
Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all.
See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html
Change 3774658 by Ben.Marsh
Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it.
Change 3775141 by Ben.Marsh
Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor.
Change 3775459 by Ben.Marsh
Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically.
Change 3775522 by Ben.Marsh
UGS: Treat .uproject and .uplugin files as code changes.
Change 3775597 by Ben.Marsh
Fix post-build steps for plugins not being executed.
#jira UE-52754
Change 3777895 by Graeme.Thornton
StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive
Change 3777931 by Graeme.Thornton
Refactored FArchiveUObjects serialization code into some static helpers
Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers
Change 3777942 by Graeme.Thornton
Added missing CORE_API to FStructuredArchive::FStream
Added FStructuredArchive::FSlot insertion operator for char
Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value
Change 3778084 by Graeme.Thornton
Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files
Change 3778096 by Graeme.Thornton
Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class
Change 3778389 by Josh.Engebretson
Fix an optimization issue with CPU benchmarking
Add better support for debugging/testing local rocket builds
UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html
#jira UE-52192
Change 3778701 by Josh.Engebretson
Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets
UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html
#jira UE-40317
Change 3778832 by Chad.Garyet
Adding enterprise path support for PCB's for UGS
Change 3780258 by Graeme.Thornton
TextAssetCommandlet - Accumulate timings for loading packages and saving packages
Change 3780463 by Graeme.Thornton
CryptoKeys improvements
- Enable CryptoKeys plugin by default
- Attempt to inherit settings from the old system by default
- Hide ini/index encryption settings from packaging settings and just inherit previous values into new system
Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings
Change 3780557 by Ben.Marsh
Fix LoginFlow module not being precompiled for the binary release.
Change 3780846 by Josh.Engebretson
Improve filename to long package name resolution when provided a relative path
Change 3780863 by Ben.Marsh
UAT: Add a better error message when a C# project has an invalid reference.
Change 3780911 by Ben.Marsh
Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce.
The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument.
Change 3780956 by Josh.Engebretson
Add support for ! (RemoveKey) config command to UBT
UDN Link: https://udn.unrealengine.com/questions/397267/index.html
#jira UE-52033
Change 3782957 by Robert.Manuszewski
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps.
Change 3784503 by Ben.Marsh
Optimizations for FStructuredArchive:
* Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it.
* Prevent shrinking of arrays when removing elements.
* Add an inline allocator to the scope and container stacks.
Change 3784700 by Ben.Marsh
Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front.
Change 3784989 by Ben.Marsh
Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0.
Change 3786860 by Gil.Gribb
UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely.
Change 3787159 by Ben.Marsh
Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution.
Change 3787493 by Josh.Engebretson
Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores
Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile
Fix for multiple threads parsing ini keys (PR 3995)
#PR 3995
#jira 52913
#jira 49503
Change 3787773 by Steve.Robb
Fix for missing final values from FOREACH_ENUM_ macros.
Change 3788287 by Ben.Marsh
TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique.
Change 3788678 by Ben.Marsh
Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive.
Change 3789353 by Graeme.Thornton
Removed unused/rotten modes from TextAsset commandlet.
Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing.
Change 3789396 by Ben.Marsh
Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h
Change 3789772 by Ben.Marsh
Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line.
Change 3790003 by Ben.Marsh
TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record.
Change 3790051 by Steve.Robb
PIE is disabled during a hot reload.
Hot reload in editor is disabled during PIE.
Hot reload from IDE is deferred until after PIE is exited.
Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change.
#jira UE-20357
#jira UE-52137
Change 3790709 by Steve.Robb
Better move support for TVariant.
EVariantTypes switched over to using an enum class to aid debugger visualization.
Change 3791422 by Ben.Marsh
TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time.
Change 3791489 by Graeme.Thornton
TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record
Change 3792344 by Ben.Marsh
Improvements to base64 encoding library.
* Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations.
* Added support for decoding base-64 blobs without padding marks.
* Added support for decoding into pre-allocated buffer.
* Added constexpr functions for determining the encoded and maximum decoded size of an input buffer.
* Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes).
Change 3792949 by Ben.Marsh
TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter.
Change 3794078 by Robert.Manuszewski
Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine
#jira UE-52392
Change 3794413 by Ben.Marsh
TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack.
Change 3794731 by Ben.Marsh
TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable.
Change 3795081 by Ben.Marsh
UBT: Move LinuxCommon.cs into Platform/Linux folder.
Change 3795137 by Ben.Marsh
UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property).
Change 3795247 by Ben.Marsh
Fix missing header when creating a new interface from the editor new code wizard.
#jira UE-53174
Change 3796025 by Graeme.Thornton
Fixed some deprecated "Definitions" warnings in OpenCV build files
Change 3796103 by Graeme.Thornton
Disable experimental text asset option - it does nothing useful yet.
Change 3796157 by Graeme.Thornton
Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open.
#jira UE-53206
Change 3796315 by Ben.Marsh
Move Formatter to the correct position for initializer.
#jira UE-53208
Change 3797082 by Ben.Marsh
UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT.
#jira UE-53232
Change 3799050 by Ben.Marsh
Make UnrealPak.version files writable for Mac and Linux.
Change 3801012 by Graeme.Thornton
VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory
Change 3801214 by Gil.Gribb
UE4 - Remove assert to work around minor problem with lock free lists.
#jira UE-49600
Change 3801219 by Steve.Robb
WeakObjectPtrs now warn when casting away const.
Change 3801299 by Graeme.Thornton
Fix quote issue with foreign project build tasks on PC
Change 3803292 by Graeme.Thornton
Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries
Change 3803559 by Steve.Robb
TSAN fix for FMalloc::MaxSingleAlloc.
Change 3803735 by Graeme.Thornton
Last set of cryptokeys changes
- Added some comments for editor exposed settings
- Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets"
Change 3803929 by Ben.Marsh
UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog.
Change 3624590 by Steve.Robb
AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector.
Tidy-up of existing calls to AddReferencedObjects.
Change 3629473 by Ben.Marsh
Build: Rename the option for embedding source server information in PDB files for installed engine builds.
Change 3632894 by Steve.Robb
VARARG* macros deprecated and usage replaced with variadic templates.
Change 3640704 by Steve.Robb
MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type.
Fix to TWeakObjectPtr's constructor which implicitly removed const.
Fixes to everything which didn't compile as a result.
Change 3650813 by Graeme.Thornton
Removed FStartupPackages and associated code
Change 3651000 by Ben.Marsh
Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out.
#jira UE-49980
Change 3690842 by Steve.Robb
FPlatformAtomics::AtomicRead added - needs optimizing.
AtomicRead() used in FThreadSafeCounter::GetValue().
Change 3699416 by Steve.Robb
Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator.
Improved readability of TSparseArray visualization.
Change 3720812 by Steve.Robb
Atomic functions for 8-bit and 16-bit.
Android, Linux and Switch implementations now just use the Clang implementation.
AtomicRead64 deprecated in favor of the int64* AtomicRead overload.
Change 3722698 by Steve.Robb
VS debugger visualizers for TAtomic.
Change 3732270 by Steve.Robb
Relaxed stores and loads.
Change 3749315 by Graeme.Thornton
If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform
#jira UE-52034
Change 3750657 by Josh.Engebretson
Fixed issue when debugging editor cook/package and project launch operations
#jira UE-52207
Change 3758514 by Steve.Robb
Fixes to FString::Printf having non-literals being passed as its formatting string.
Change 3763356 by Steve.Robb
ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters.
Change 3770549 by Steve.Robb
Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES.
Tidy up of existing code which uses it.
Change 3770553 by Ben.Marsh
Adding structured serialization API to Core/CoreUObject for use with text-based assets.
* FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types.
* Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Maps are string -> value dictionaries where the key names are present regardless of the build type.
* Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects.
* Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type.
* The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Includes implementations of FArchiveFormatter for binary and JSON formats.
Change 3771105 by Steve.Robb
Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS.
Fix for incorrect warning formatting on Clang platforms.
Change 3771520 by Steve.Robb
Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header.
Change 3771564 by Steve.Robb
More common macros moved to the Clang pre-setup header.
Change 3771613 by Steve.Robb
EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h.
Change 3772881 by Ben.Marsh
Add support for serializing FName and UObject through FStructuredArchive.
In order to allow custom linker behavior when serializing objects:
* The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer.
* The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table)
Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix).
Change 3772941 by Graeme.Thornton
Make build work when including StructuredArchive.h from core container types
Added standard header to new files
Add structured archive serializer for TArray
Fix bug in structured archive where containers weren't being popped from the scope stack
Change 3772972 by Ben.Marsh
Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot.
Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately.
When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields.
Change 3773006 by Ben.Marsh
Rename FStructuredArchive::FRecord::EnterSlot() to EnterField().
Change 3773013 by Steve.Robb
bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes.
Change 3774499 by Ben.Marsh
Minor fixes for FStructuredArchive related classes:
* Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types.
* FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions.
Change 3774600 by Ben.Marsh
Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data.
This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data.
Change 3789721 by Ben.Marsh
TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing.
Change 3789920 by Ben.Marsh
TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double.
#jira UECORE-364
Change 3789982 by Ben.Marsh
TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter.
Change 3792466 by Ben.Marsh
TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly.
In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations.
Change 3792935 by Ben.Marsh
TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive.
Change 3795100 by Ben.Marsh
UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer.
Change 3795106 by Ben.Marsh
Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions.
Change 3796275 by Ben.Marsh
Fix paths to Version.h includes from resource files.
Change 3800683 by Josh.Engebretson
Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format
#jira UE-50073
Change 3803545 by Steve.Robb
TWeakObjPtr const-dropping assignment fix.
Fixes to change.
[CL 3805231 by Ben Marsh in Main branch]
2017-12-12 18:32:45 -05:00
* NOTE : Replaced by the settings inside the cryptokeys system . Kept here for legacy migration purposes .
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622)
#rb none
#lockdown nick.penwarden
Change 3046743 on 2016/07/12 by Mark.Satterthwaite
Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance.
#rb ben.woodhouse
#jira UE-33028
Change 3046820 on 2016/07/12 by Peter.Sauerbrei
PR#2594 - fix for analog input, courtesy of CleanCut
#rb daniel.lamb
Change 3046826 on 2016/07/12 by Peter.Sauerbrei
PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet
#rb daniel.lamb
Change 3046835 on 2016/07/12 by Peter.Sauerbrei
PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet
PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser
#rb daniel.lamb
Change 3046838 on 2016/07/12 by Peter.Sauerbrei
PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet
#rb daniel.lamb
Change 3046854 on 2016/07/12 by Peter.Sauerbrei
PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet
PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation
#rb daniel.lamb
Change 3046858 on 2016/07/12 by Peter.Sauerbrei
PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet
PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston
#rb daniel.lamb
Change 3046862 on 2016/07/12 by Peter.Sauerbrei
fix for type in tooltip
#jira UE-27123
#rb daniel.lamb
Change 3046919 on 2016/07/12 by Daniel.Lamb
Stop texture derived data from loading it's bulk data when the linker is destoryed.
#rb Peter.Sauerbrei
Change 3046922 on 2016/07/12 by Daniel.Lamb
Updated the default cooker gc settings so that it can have more resources.
Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker.
Changed the way reentry data is stored in the cooker.
Cook only editor content flag in project settings now works again.
#rb Josh.Adams
#test cook Paragon
Change 3046924 on 2016/07/12 by Daniel.Lamb
Added support for encrypting ini files.
Added new project setting in the editor and setting in ufe.
Also added ForDistribution flag to ufe.
#rb Peter.Sauerbrei
Change 3046936 on 2016/07/12 by Mark.Satterthwaite
Fix compute shader TLV clear for async. compute on Mac.
#rb chris.babcock
Change 3047207 on 2016/07/12 by Mark.Satterthwaite
It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free.
#rb chris.babcock
Change 3047208 on 2016/07/12 by Mark.Satterthwaite
When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used.
#rb chris.babcock
Change 3047209 on 2016/07/12 by Mark.Satterthwaite
Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap.
#rb chris.babcock
Change 3047641 on 2016/07/13 by Lee.Clark
PS4 - Improve SDK Version checking messages
#rb none
Change 3047663 on 2016/07/13 by Keith.Judge
Orion - Various minor PS4-only things activated for XB1.
#rb none
Change 3047664 on 2016/07/13 by Keith.Judge
XB1 - Fix analysis warning of shadowing a member variable.
#rb none
Change 3047784 on 2016/07/13 by Keith.Judge
Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity.
#rb None
Change 3047834 on 2016/07/13 by Keith.Judge
XB1 - Release underlying memory of 3D textures when destroying them. Oops!
#rb none
Change 3048190 on 2016/07/13 by Josh.Adams
- Now leave around the ASTC encoder input file on error, for reproing outside of the engine
#rb none
Change 3048256 on 2016/07/13 by Daniel.Lamb
Removed warning about missing file when using cook on the fly.
#rb Peter.Sauerbrei
Change 3048409 on 2016/07/13 by Daniel.Lamb
Improved output for saving packages in unattended builds.
#rb Jonathan.Fitzpatrick
Change 3048763 on 2016/07/13 by Peter.Sauerbrei
switch AppleTV to tvOS in the editor
#jira UE-30532
#rb michael.trepka
Change 3049608 on 2016/07/14 by Keith.Judge
XB1 - Optimize vertex/index buffer dynamic memory usage.
#rb none
Change 3049609 on 2016/07/14 by Keith.Judge
Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls.
#rb None
Change 3049610 on 2016/07/14 by Keith.Judge
Xbox One - Reduce latency of deferred deletions to two frames.
#rb None
Change 3049730 on 2016/07/14 by Keith.Judge
Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs.
#rb None
Change 3049732 on 2016/07/14 by Keith.Judge
Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread.
Also remove optimization pragmas accidentally left in.
#rb none
Change 3049791 on 2016/07/14 by Keith.Judge
Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash.
#rb None
Change 3049968 on 2016/07/14 by Jeremiah.Waldron
Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues.
Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar
#jira UE-24954, UE-27685, UE-20067
#rb chris.babcock
Change 3050428 on 2016/07/14 by Jeremiah.Waldron
Fix for application window being terminated if an AlertDialog is showing onPause
Repro'd and fix tested on Samsung Galaxy Note 3
#android
#jira UE-32998
#rb chris.babcock
Change 3050642 on 2016/07/14 by Peter.Sauerbrei
fix for invalid generated plist
#rb daniel.lamb
Change 3050718 on 2016/07/14 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3051327 on 2016/07/15 by Keith.Judge
Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next.
#rb None
Change 3051346 on 2016/07/15 by Keith.Judge
Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture.
#rb None.
Change 3051530 on 2016/07/15 by Nick.Shin
github: minor typo fixes
#jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging
#rb none
Change 3053631 on 2016/07/18 by Mark.Satterthwaite
Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger.
#codereview daniel.wright
#rb josh.adams
#jira UE-33350
Change 3053816 on 2016/07/18 by Mark.Satterthwaite
Fixes for iOS Metal:
- Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available.
- Stencil texture views are only required on Mac.
- State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA.
- Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds.
#rb michael.trepka
Change 3053818 on 2016/07/18 by Mark.Satterthwaite
Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround.
#rb michael.trepka
Change 3054426 on 2016/07/18 by Dmitry.Rekman
Fix case-sensitive compilation problems (UE-33420).
#codereview Olaf.Piesche
#rb none
Change 3054434 on 2016/07/18 by Mark.Satterthwaite
Silence delete-non-virtual-dtor warnings on iOS as we do on Mac.
#rb none
Change 3054719 on 2016/07/18 by Jeremiah.Waldron
Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing.
Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock
#jira UE-32998
#android
#rb chris.babcock
Change 3054742 on 2016/07/18 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3054850 on 2016/07/18 by Dmitry.Rekman
Replace Fatal->Error so messagebox can be shown (UE-22818).
- Incorporates PR #1714 by zaps166.
#rb none
#tests Tried to create an invalid context, made sure messagebox is popping up.
Change 3055317 on 2016/07/19 by Lee.Clark
PS4 - Fix render target memory allocation
#jira UE-32988
#rb Marcus.Wassmer
Change 3055682 on 2016/07/19 by Brent.Pease
+ Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error
#rb michael.trepka
Change 3056065 on 2016/07/19 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3056256 on 2016/07/19 by Chris.Babcock
Add optional log spew filtering callback to Run
#jira UE-33468
#ue4
#android
#rb Ben.Marsh
#codereview Jack.Porter
Change 3056727 on 2016/07/19 by Chris.Babcock
Added addition scope (plus.login) to Google Play Games builder
#jira UE-33480
#ue4
#android
#rb none
#codereview ryan.gerleve
Change 3056811 on 2016/07/19 by Jeff.Campeau
Xbox One now accepts client configs.
#rb none
Change 3057152 on 2016/07/20 by Dmitry.Rekman
Linux: use libc++ instead of libstdc++.
- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
- Bundled libc++ 3.8.1 (TPS cleared).
- Turned off ICU compilation (needs recompile against libc++).
- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.
#rb none
#tests Built and ran a number of Linux targets.
Change 3057362 on 2016/07/20 by Keith.Judge
XB1 - Fix busted merge from yesterday
#rb None
Change 3057647 on 2016/07/20 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3057655 on 2016/07/20 by Daniel.Lamb
Added test cooking flag.
#rb Peter.Sauerbrei
#test Cook paragon.
Change 3058779 on 2016/07/20 by Dmitry.Rekman
Fix crash on cooker exit (UE-33583).
- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.
#rb Josh.Adams
#codereview Josh.Adams, Jamie.Dale
#tests Compiled and ran Linux editor.
#lockdown Josh.Adams
Change 3058835 on 2016/07/20 by Chris.Babcock
Enable GooglePlay and GameCenter plugins by default
#jira UE-33605
#ue4
#android
#ios
#rb mark.satterthwaite
#codereview Peter.Sauerbrei
#lockdown Josh.Adams
Change 3058847 on 2016/07/20 by Chris.Babcock
Fix Android device rule for AlcatelPixi3
#jira UE-33606
#ue4
#android
#rb none
#codereview Jeremiah.Walron
#lockdown Josh.Adams
Change 3059693 on 2016/07/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
#lockdown nick.penwarden
Change 3060139 on 2016/07/21 by Chris.Babcock
Fix proguard entry for Android mediaplayer tracks
#jira UE-33644
#ue4
#android
#rb Josh.Adams
#lockdown Josh.Adams
Change 3061151 on 2016/07/22 by Niklas.Smedberg
Fast ASTC texture compression, using ISPC.
#jira UE-32308
#rb chris.babcock
#lockdown josh.adams
Change 3061428 on 2016/07/22 by Peter.Sauerbrei
Back out changelist 3061151 as it wasn't approved for submission
#rb none
#lockdown josh.adams
Change 3061436 on 2016/07/22 by Lee.Clark
PS4 - Back out render target mem allocation changes and put in a temp hack
#jira UE-33657
#codereview Marcus.Wassmer
#lockdown josh.adams
#rb none
[CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
*/
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3805092)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3623004 by Ben.Marsh
Fix RemoteExecutor not taking the remote machine specs into account.
Change 3623172 by Ben.Marsh
UGS: Fix "More Info..." button not using P4 server override.
Change 3628820 by Ben.Marsh
PR #3979: Get working directory from task element, not tool node (Contributed by nullbus)
Change 3630424 by Graeme.Thornton
Make the AES key parameter const in FAES::EncryptData()
Change 3632786 by Steve.Robb
FString constructor fixed to not take an ignored void* parameter, which can be misleading.
Change 3639534 by Ben.Marsh
Remove old P4.NET library. Doesn't seem to be used by anything.
Change 3640536 by Steve.Robb
GitHub #4007 : Delete unnecessary specialization of MakeArrayView
#jira UE-49617
Change 3641155 by Gil.Gribb
UE4 - Speculative fix for problem with summary reading in FAsyncArchive2.
Change 3643932 by Ben.Marsh
Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument).
Change 3644825 by Ben.Marsh
Use VSWHERE to find the location of MsBuild.exe, if available.
https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645
Change 3647395 by Ben.Marsh
Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options.
Change 3650300 by Ben.Marsh
UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis.
Change 3650856 by Robert.Manuszewski
Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread
Change 3651022 by Gil.Gribb
UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher.
Change 3658331 by Steve.Robb
Fix for the parsing of large integer values.
Change 3661958 by Gil.Gribb
UE4 - Fixed rare hang in task graph.
Change 3664021 by Robert.Manuszewski
Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy
See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html
Change 3664254 by Steve.Robb
Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports.
Change 3664436 by Steve.Robb
Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads.
Change 3666461 by Graeme.Thornton
Improvements to signing/encryption key embedding and runtime access
- Changed method of embedding key into the executable to make it more secure
- Added FAESKey class to wrap a 32 byte key
Change 3666462 by Graeme.Thornton
Cut ShooterGame AES key down to 32 characters
Change 3677560 by Ben.Marsh
PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn)
Change 3683534 by Steve.Robb
Refactoring of enum/struct lookup during hot reload.
Change 3683754 by Steve.Robb
Alignment fixes to allow int64 on 32-bit platforms
Support for integral types in IsAligned.
Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types.
Some fixes to existing code.
Change 3686670 by Steve.Robb
Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS.
Change 3687540 by Ben.Marsh
Fix all UBT/UAT output going to stderr rather than stdout.
Change 3688931 by Gil.Gribb
UE4 - Critical fix for a rare race condition in the pak file async IO layer.
Change 3690000 by Graeme.Thornton
Manual copy of 4.18 CL 3687869
Make UBT include the destination INI file for a given hierarchy if it exists
Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name
Change 3690030 by Graeme.Thornton
VSCode fixes
- Source Code Accessor plugin changes. Add new interface method to open a solution at a given path
- GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for
- Various fixes for vscode project file generation
#jira UE-50554
Change 3690885 by Steve.Robb
Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>.
Change 3691052 by Steve.Robb
Free stats thread on shutdown.
Change 3695138 by Steve.Robb
AsConst helper function added.
Change 3696627 by James.Hopkin
Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr
(review-3606695)
Change 3697099 by Steve.Robb
GitHub #4105 : Removed redundant class access modifier
Change 3697154 by Steve.Robb
Removal of deprecated functions in delegates.
Mutable lambdas to can now be bound to delegates.
Change 3697180 by Steve.Robb
GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty
Change 3697239 by Steve.Robb
Allow TArray::Insert to take an array with any allocator type.
Change 3697269 by Steve.Robb
RelocateConstructItems instead of MoveConstructItems.
Change 3697558 by Steve.Robb
New _GetRef functions for TArray, which return a reference to the newly-added element.
Unit tests for these functions.
Change 3699776 by Steve.Robb
TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled.
Change 3702397 by Steve.Robb
TIsTrivial type trait.
Change 3702569 by Steve.Robb
Allow a TGuardValue to be assigned to a different type from the one being guarded.
Change 3706644 by Robert.Manuszewski
Different stack ingore count for development builds for FArchiveStackTrace
Change 3709272 by Steve.Robb
Removal of redundant UpdateVertices, which causes a race condition on the renderer thread.
Change 3709452 by Robert.Manuszewski
Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies
Change 3709454 by Robert.Manuszewski
Added command line option -NOEDL to disable EDL
Change 3709487 by Steve.Robb
Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1.
Change 3709645 by Ben.Marsh
Fix race condition between multiple instances of UBT trying to write out the XML config cache.
Change 3711193 by Ben.Marsh
Add an editor setting for the shared DDC location to use.
#jira UE-51487
Change 3713811 by Steve.Robb
Update .modules files after a hot reload.
Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks.
Pass hotreload flags around in UBT instead of relying on global state.
This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205.
#jira UE-51472
Change 3715654 by Steve.Robb
GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy.
Change 3718782 by Steve.Robb
TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called.
Change 3720830 by Steve.Robb
Initial import of TAtomic object wrapper, which guarantees atomic access to an object.
Change 3720881 by Steve.Robb
FCompression ThreadSanitizer data race fixes.
Change 3722640 by Graeme.Thornton
Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading.
#jira UE-51463
Change 3722655 by Steve.Robb
Don't null name table because it's already zeroed at startup.
Some tidy-ups.
Change 3722754 by Steve.Robb
Thread sanitizer fix.
Small typo fix.
Change 3722849 by Graeme.Thornton
Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server
Change 3723081 by Steve.Robb
TAtomic is now aligned to the underlying integer type.
TAtomic will now static assert with a better error message when given an unsupported type.
Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number.
Misc renames.
Change 3723270 by Ben.Marsh
Include /d2cgsummary argument when running UBT with -Timing.
Change 3723683 by Ben.Marsh
Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance.
Change 3725422 by Robert.Manuszewski
When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning.
Change 3725735 by Robert.Manuszewski
Making all CheckDefaultSubobjects related functions const
Change 3726167 by Steve.Robb
FMinimalName::IsNone added.
Change 3726458 by Steve.Robb
TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer.
Change 3726542 by Ben.Marsh
UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths.
Change 3726595 by Ben.Marsh
Allow building multiple game targets in the example BuildEditorAndTools.xml script.
Change 3726724 by Ben.Marsh
Fix ambiguities in calculating root directory. (GitHub #4172)
Change 3726959 by Ben.Marsh
Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does.
Change 3728437 by Steve.Robb
VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel.
Some improved documentation.
NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping.
Change 3732262 by Gil.Gribb
UE4 - Fixed rare hangs in the task graph.
Change 3732755 by Steve.Robb
Stats TSAN fixes.
Optimizations to FCycleCounter::Start() to only read the stat name once.
Change 3735000 by Robert.Manuszewski
Always preload the AssetRegistry module on startup. even if EDL is disabled.
Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert.
Change 3735292 by Robert.Manuszewski
Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates.
Change 3735332 by Steve.Robb
Refactoring of UDelegateProperty::Identical() to clarify logic.
Fixed UMulticastDelegateProperty::Identical() to compare the bound function names.
PPF_DeltaComparison removed, as it doesn't seem useful.
Change 3737960 by Graeme.Thornton
VSCode - Add launch task for generating project files for the given folder
Change 3738398 by Graeme.Thornton
Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor
#jira UE-51451
Change 3738405 by Graeme.Thornton
VSCode: Format c/cpp settings strings using comment path formatting function
Change 3738928 by Steve.Robb
Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18)
#jira UE-51842
Change 3739135 by Ben.Marsh
Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history.
#jira UE-51855
Change 3739360 by Ben.Marsh
UAT: Fix issue with P4PORT setting not being parsed correctly.
Change 3745959 by James.Hopkin
#core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types
Change 3746125 by Steve.Robb
FName ThreadSanitizer fixes.
Change 3747274 by Steve.Robb
TSAN fix for FMediaTicker::Stopping.
Change 3747618 by Steve.Robb
ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish.
Change 3747720 by Steve.Robb
ThreadSanitizer fix for FMessageRouter::Stopping.
Change 3749207 by Graeme.Thornton
First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys.
Change 3749323 by Graeme.Thornton
Fix UAT crash when only -targetplatform is specifiied
Change 3749349 by Steve.Robb
TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer.
Change 3749617 by Steve.Robb
Logf static_assert for formatting string enabled.
Change 3749897 by Steve.Robb
FDebug::LogAssertFailedMessage static assert for formatting string enabled.
Change 3754011 by Steve.Robb
Static asserts that the allocator supports move.
Move-enabled our allocators which don't support move.
Change 3754227 by Ben.Marsh
Fix build command line in generated projects missing a space before the compiler version override.
#jira UE-52226
Change 3754562 by Ben.Marsh
PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk)
Change 3755616 by Graeme.Thornton
Runtime code for using the new crypto ini files to define signing/encryption keys
#jira UE-46580
Change 3755666 by James.Hopkin
Used ImplicitConv to remove Casts being used for up-casts
#review-3745965
Change 3755671 by Graeme.Thornton
Add log message in unrealpak to say which config file system it is using for crypto keys
Change 3755672 by Graeme.Thornton
Updating ShooterGame with new CryptoKeys based security setup
Change 3756778 by Ben.Marsh
Add support for running multiple jobs simultaneously on a single builder.
When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used.
Change 3758498 by Ben.Marsh
Re-throw exceptions when a file cannot be deleted when cleaning a target.
Change 3758921 by Steve.Robb
ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access.
DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory.
Change 3760599 by Graeme.Thornton
Added missing epic header comment to some new source files
Change 3760642 by Steve.Robb
ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread.
Change 3760669 by Graeme.Thornton
Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually.
Added a test mode to the cryptokeys commandlet to test signing key generation
Change 3760711 by Steve.Robb
ThreadSanitizer fixes to GIsRenderingThreadSuspended.
Change 3760739 by Steve.Robb
ThreadSanitizer fix for FQueuedThread::TimeToDie.
Change 3760763 by Steve.Robb
ThreadSanitizer fix for GRunRenderingThreadHeartbeat.
Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread.
Change 3760793 by Steve.Robb
Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos.
Change 3760817 by Steve.Robb
ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos.
Change 3761331 by Josh.Engebretson
UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj
#jira UE-52416
Change 3761521 by Steve.Robb
ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId.
Change 3763117 by Graeme.Thornton
PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL)
Change 3763358 by Graeme.Thornton
Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes
Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path
Derived from the content of this PR:
PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang)
Change 3764058 by Graeme.Thornton
Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes
#jira UE-52359
Change 3764705 by Steve.Robb
Better handling of whitespace in ImportText_Internal() for set and map properties.
Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data).
Fix to USetProperty's temp buffer size to avoid buffer overruns.
Duplicate map keys are now skipped during import, same as USetProperty's behavior.
Change 3764731 by Steve.Robb
Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that.
Change 3765923 by Graeme.Thornton
VSCode - "taskName" -> "label" for C# build tasks
Change 3766018 by Steve.Robb
constexpr constructor for TAtomic.
Change 3766037 by Steve.Robb
Misc tidyings in HotReload.cpp.
Change 3766046 by Steve.Robb
ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local.
Change 3766288 by Steve.Robb
Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects.
Change 3766374 by Josh.Engebretson
Fix issue with ini quoted value comparison
#jira UE-52066
Change 3766532 by Josh.Engebretson
PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu)
#jira UE-46156
Change 3766740 by Steve.Robb
TMultiMap::Append added.
Change 3767523 by Steve.Robb
ThreadSanitizer fix for UE4Delegates_Private::GNextID.
Change 3767601 by Steve.Robb
ThreadSanitizer fix for FStats::GameThreadStatsFrame.
Change 3770567 by Ben.Marsh
Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives.
Change 3770826 by Ben.Marsh
Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it.
Change 3770875 by Steve.Robb
Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps.
Change 3772167 by Ben.Marsh
Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data.
Change 3772248 by Steve.Robb
ThreadSanitizer fixes to FMalloc call counters.
Change 3772383 by Ben.Marsh
Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive.
Change 3772906 by Graeme.Thornton
TextAssetCommandlet - Utility commandlet for testing/converting to text asset format
Change 3772932 by Ben.Marsh
Fix "String:" prefix not being stripped from escaped string values.
Change 3772942 by Graeme.Thornton
Add experimental setting to enable in-editor text asset format functionality
Add "export to text" option into the content browser asset actions context menu
Change 3772955 by Ben.Marsh
Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility.
Change 3772963 by Ben.Marsh
Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries.
Change 3773010 by Graeme.Thornton
Added CORE_API to FArchiveFromStructuredArchive
Gave text asset format experimental option a slightly less random tooltip comment
Change 3773057 by Ben.Marsh
Add a flag to FArchive to determine whether the archive is text (IsTextFormat()).
Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive.
Also rename FStructuredArchive::TryEnterSlot() to TryEnterField().
Change 3773118 by Steve.Robb
TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size.
Change 3773122 by Steve.Robb
TAtomic fixes for pointer arithmetic.
TSignedIntType used instead of reimplementing its own trait.
Change 3773123 by Steve.Robb
Unit tests for TAtomic.
Change 3773138 by Steve.Robb
Run numeric tests on integer types instead of basic tests.
Fix for compiler warnings when subtracting from unsigned atomics.
Change 3773166 by Steve.Robb
Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that.
Change 3774216 by Gil.Gribb
UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file.
Change 3774426 by Ben.Marsh
Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all.
See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html
Change 3774658 by Ben.Marsh
Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it.
Change 3775141 by Ben.Marsh
Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor.
Change 3775459 by Ben.Marsh
Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically.
Change 3775522 by Ben.Marsh
UGS: Treat .uproject and .uplugin files as code changes.
Change 3775597 by Ben.Marsh
Fix post-build steps for plugins not being executed.
#jira UE-52754
Change 3777895 by Graeme.Thornton
StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive
Change 3777931 by Graeme.Thornton
Refactored FArchiveUObjects serialization code into some static helpers
Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers
Change 3777942 by Graeme.Thornton
Added missing CORE_API to FStructuredArchive::FStream
Added FStructuredArchive::FSlot insertion operator for char
Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value
Change 3778084 by Graeme.Thornton
Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files
Change 3778096 by Graeme.Thornton
Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class
Change 3778389 by Josh.Engebretson
Fix an optimization issue with CPU benchmarking
Add better support for debugging/testing local rocket builds
UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html
#jira UE-52192
Change 3778701 by Josh.Engebretson
Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets
UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html
#jira UE-40317
Change 3778832 by Chad.Garyet
Adding enterprise path support for PCB's for UGS
Change 3780258 by Graeme.Thornton
TextAssetCommandlet - Accumulate timings for loading packages and saving packages
Change 3780463 by Graeme.Thornton
CryptoKeys improvements
- Enable CryptoKeys plugin by default
- Attempt to inherit settings from the old system by default
- Hide ini/index encryption settings from packaging settings and just inherit previous values into new system
Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings
Change 3780557 by Ben.Marsh
Fix LoginFlow module not being precompiled for the binary release.
Change 3780846 by Josh.Engebretson
Improve filename to long package name resolution when provided a relative path
Change 3780863 by Ben.Marsh
UAT: Add a better error message when a C# project has an invalid reference.
Change 3780911 by Ben.Marsh
Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce.
The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument.
Change 3780956 by Josh.Engebretson
Add support for ! (RemoveKey) config command to UBT
UDN Link: https://udn.unrealengine.com/questions/397267/index.html
#jira UE-52033
Change 3782957 by Robert.Manuszewski
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps.
Change 3784503 by Ben.Marsh
Optimizations for FStructuredArchive:
* Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it.
* Prevent shrinking of arrays when removing elements.
* Add an inline allocator to the scope and container stacks.
Change 3784700 by Ben.Marsh
Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front.
Change 3784989 by Ben.Marsh
Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0.
Change 3786860 by Gil.Gribb
UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely.
Change 3787159 by Ben.Marsh
Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution.
Change 3787493 by Josh.Engebretson
Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores
Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile
Fix for multiple threads parsing ini keys (PR 3995)
#PR 3995
#jira 52913
#jira 49503
Change 3787773 by Steve.Robb
Fix for missing final values from FOREACH_ENUM_ macros.
Change 3788287 by Ben.Marsh
TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique.
Change 3788678 by Ben.Marsh
Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive.
Change 3789353 by Graeme.Thornton
Removed unused/rotten modes from TextAsset commandlet.
Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing.
Change 3789396 by Ben.Marsh
Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h
Change 3789772 by Ben.Marsh
Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line.
Change 3790003 by Ben.Marsh
TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record.
Change 3790051 by Steve.Robb
PIE is disabled during a hot reload.
Hot reload in editor is disabled during PIE.
Hot reload from IDE is deferred until after PIE is exited.
Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change.
#jira UE-20357
#jira UE-52137
Change 3790709 by Steve.Robb
Better move support for TVariant.
EVariantTypes switched over to using an enum class to aid debugger visualization.
Change 3791422 by Ben.Marsh
TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time.
Change 3791489 by Graeme.Thornton
TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record
Change 3792344 by Ben.Marsh
Improvements to base64 encoding library.
* Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations.
* Added support for decoding base-64 blobs without padding marks.
* Added support for decoding into pre-allocated buffer.
* Added constexpr functions for determining the encoded and maximum decoded size of an input buffer.
* Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes).
Change 3792949 by Ben.Marsh
TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter.
Change 3794078 by Robert.Manuszewski
Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine
#jira UE-52392
Change 3794413 by Ben.Marsh
TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack.
Change 3794731 by Ben.Marsh
TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable.
Change 3795081 by Ben.Marsh
UBT: Move LinuxCommon.cs into Platform/Linux folder.
Change 3795137 by Ben.Marsh
UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property).
Change 3795247 by Ben.Marsh
Fix missing header when creating a new interface from the editor new code wizard.
#jira UE-53174
Change 3796025 by Graeme.Thornton
Fixed some deprecated "Definitions" warnings in OpenCV build files
Change 3796103 by Graeme.Thornton
Disable experimental text asset option - it does nothing useful yet.
Change 3796157 by Graeme.Thornton
Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open.
#jira UE-53206
Change 3796315 by Ben.Marsh
Move Formatter to the correct position for initializer.
#jira UE-53208
Change 3797082 by Ben.Marsh
UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT.
#jira UE-53232
Change 3799050 by Ben.Marsh
Make UnrealPak.version files writable for Mac and Linux.
Change 3801012 by Graeme.Thornton
VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory
Change 3801214 by Gil.Gribb
UE4 - Remove assert to work around minor problem with lock free lists.
#jira UE-49600
Change 3801219 by Steve.Robb
WeakObjectPtrs now warn when casting away const.
Change 3801299 by Graeme.Thornton
Fix quote issue with foreign project build tasks on PC
Change 3803292 by Graeme.Thornton
Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries
Change 3803559 by Steve.Robb
TSAN fix for FMalloc::MaxSingleAlloc.
Change 3803735 by Graeme.Thornton
Last set of cryptokeys changes
- Added some comments for editor exposed settings
- Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets"
Change 3803929 by Ben.Marsh
UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog.
Change 3624590 by Steve.Robb
AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector.
Tidy-up of existing calls to AddReferencedObjects.
Change 3629473 by Ben.Marsh
Build: Rename the option for embedding source server information in PDB files for installed engine builds.
Change 3632894 by Steve.Robb
VARARG* macros deprecated and usage replaced with variadic templates.
Change 3640704 by Steve.Robb
MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type.
Fix to TWeakObjectPtr's constructor which implicitly removed const.
Fixes to everything which didn't compile as a result.
Change 3650813 by Graeme.Thornton
Removed FStartupPackages and associated code
Change 3651000 by Ben.Marsh
Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out.
#jira UE-49980
Change 3690842 by Steve.Robb
FPlatformAtomics::AtomicRead added - needs optimizing.
AtomicRead() used in FThreadSafeCounter::GetValue().
Change 3699416 by Steve.Robb
Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator.
Improved readability of TSparseArray visualization.
Change 3720812 by Steve.Robb
Atomic functions for 8-bit and 16-bit.
Android, Linux and Switch implementations now just use the Clang implementation.
AtomicRead64 deprecated in favor of the int64* AtomicRead overload.
Change 3722698 by Steve.Robb
VS debugger visualizers for TAtomic.
Change 3732270 by Steve.Robb
Relaxed stores and loads.
Change 3749315 by Graeme.Thornton
If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform
#jira UE-52034
Change 3750657 by Josh.Engebretson
Fixed issue when debugging editor cook/package and project launch operations
#jira UE-52207
Change 3758514 by Steve.Robb
Fixes to FString::Printf having non-literals being passed as its formatting string.
Change 3763356 by Steve.Robb
ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters.
Change 3770549 by Steve.Robb
Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES.
Tidy up of existing code which uses it.
Change 3770553 by Ben.Marsh
Adding structured serialization API to Core/CoreUObject for use with text-based assets.
* FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types.
* Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Maps are string -> value dictionaries where the key names are present regardless of the build type.
* Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects.
* Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type.
* The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Includes implementations of FArchiveFormatter for binary and JSON formats.
Change 3771105 by Steve.Robb
Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS.
Fix for incorrect warning formatting on Clang platforms.
Change 3771520 by Steve.Robb
Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header.
Change 3771564 by Steve.Robb
More common macros moved to the Clang pre-setup header.
Change 3771613 by Steve.Robb
EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h.
Change 3772881 by Ben.Marsh
Add support for serializing FName and UObject through FStructuredArchive.
In order to allow custom linker behavior when serializing objects:
* The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer.
* The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table)
Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix).
Change 3772941 by Graeme.Thornton
Make build work when including StructuredArchive.h from core container types
Added standard header to new files
Add structured archive serializer for TArray
Fix bug in structured archive where containers weren't being popped from the scope stack
Change 3772972 by Ben.Marsh
Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot.
Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately.
When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields.
Change 3773006 by Ben.Marsh
Rename FStructuredArchive::FRecord::EnterSlot() to EnterField().
Change 3773013 by Steve.Robb
bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes.
Change 3774499 by Ben.Marsh
Minor fixes for FStructuredArchive related classes:
* Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types.
* FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions.
Change 3774600 by Ben.Marsh
Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data.
This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data.
Change 3789721 by Ben.Marsh
TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing.
Change 3789920 by Ben.Marsh
TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double.
#jira UECORE-364
Change 3789982 by Ben.Marsh
TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter.
Change 3792466 by Ben.Marsh
TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly.
In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations.
Change 3792935 by Ben.Marsh
TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive.
Change 3795100 by Ben.Marsh
UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer.
Change 3795106 by Ben.Marsh
Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions.
Change 3796275 by Ben.Marsh
Fix paths to Version.h includes from resource files.
Change 3800683 by Josh.Engebretson
Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format
#jira UE-50073
Change 3803545 by Steve.Robb
TWeakObjPtr const-dropping assignment fix.
Fixes to change.
[CL 3805231 by Ben Marsh in Main branch]
2017-12-12 18:32:45 -05:00
UPROPERTY ( config )
bool bEncryptIniFiles_DEPRECATED ;
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622)
#rb none
#lockdown nick.penwarden
Change 3046743 on 2016/07/12 by Mark.Satterthwaite
Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance.
#rb ben.woodhouse
#jira UE-33028
Change 3046820 on 2016/07/12 by Peter.Sauerbrei
PR#2594 - fix for analog input, courtesy of CleanCut
#rb daniel.lamb
Change 3046826 on 2016/07/12 by Peter.Sauerbrei
PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet
#rb daniel.lamb
Change 3046835 on 2016/07/12 by Peter.Sauerbrei
PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet
PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser
#rb daniel.lamb
Change 3046838 on 2016/07/12 by Peter.Sauerbrei
PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet
#rb daniel.lamb
Change 3046854 on 2016/07/12 by Peter.Sauerbrei
PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet
PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation
#rb daniel.lamb
Change 3046858 on 2016/07/12 by Peter.Sauerbrei
PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet
PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston
#rb daniel.lamb
Change 3046862 on 2016/07/12 by Peter.Sauerbrei
fix for type in tooltip
#jira UE-27123
#rb daniel.lamb
Change 3046919 on 2016/07/12 by Daniel.Lamb
Stop texture derived data from loading it's bulk data when the linker is destoryed.
#rb Peter.Sauerbrei
Change 3046922 on 2016/07/12 by Daniel.Lamb
Updated the default cooker gc settings so that it can have more resources.
Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker.
Changed the way reentry data is stored in the cooker.
Cook only editor content flag in project settings now works again.
#rb Josh.Adams
#test cook Paragon
Change 3046924 on 2016/07/12 by Daniel.Lamb
Added support for encrypting ini files.
Added new project setting in the editor and setting in ufe.
Also added ForDistribution flag to ufe.
#rb Peter.Sauerbrei
Change 3046936 on 2016/07/12 by Mark.Satterthwaite
Fix compute shader TLV clear for async. compute on Mac.
#rb chris.babcock
Change 3047207 on 2016/07/12 by Mark.Satterthwaite
It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free.
#rb chris.babcock
Change 3047208 on 2016/07/12 by Mark.Satterthwaite
When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used.
#rb chris.babcock
Change 3047209 on 2016/07/12 by Mark.Satterthwaite
Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap.
#rb chris.babcock
Change 3047641 on 2016/07/13 by Lee.Clark
PS4 - Improve SDK Version checking messages
#rb none
Change 3047663 on 2016/07/13 by Keith.Judge
Orion - Various minor PS4-only things activated for XB1.
#rb none
Change 3047664 on 2016/07/13 by Keith.Judge
XB1 - Fix analysis warning of shadowing a member variable.
#rb none
Change 3047784 on 2016/07/13 by Keith.Judge
Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity.
#rb None
Change 3047834 on 2016/07/13 by Keith.Judge
XB1 - Release underlying memory of 3D textures when destroying them. Oops!
#rb none
Change 3048190 on 2016/07/13 by Josh.Adams
- Now leave around the ASTC encoder input file on error, for reproing outside of the engine
#rb none
Change 3048256 on 2016/07/13 by Daniel.Lamb
Removed warning about missing file when using cook on the fly.
#rb Peter.Sauerbrei
Change 3048409 on 2016/07/13 by Daniel.Lamb
Improved output for saving packages in unattended builds.
#rb Jonathan.Fitzpatrick
Change 3048763 on 2016/07/13 by Peter.Sauerbrei
switch AppleTV to tvOS in the editor
#jira UE-30532
#rb michael.trepka
Change 3049608 on 2016/07/14 by Keith.Judge
XB1 - Optimize vertex/index buffer dynamic memory usage.
#rb none
Change 3049609 on 2016/07/14 by Keith.Judge
Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls.
#rb None
Change 3049610 on 2016/07/14 by Keith.Judge
Xbox One - Reduce latency of deferred deletions to two frames.
#rb None
Change 3049730 on 2016/07/14 by Keith.Judge
Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs.
#rb None
Change 3049732 on 2016/07/14 by Keith.Judge
Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread.
Also remove optimization pragmas accidentally left in.
#rb none
Change 3049791 on 2016/07/14 by Keith.Judge
Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash.
#rb None
Change 3049968 on 2016/07/14 by Jeremiah.Waldron
Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues.
Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar
#jira UE-24954, UE-27685, UE-20067
#rb chris.babcock
Change 3050428 on 2016/07/14 by Jeremiah.Waldron
Fix for application window being terminated if an AlertDialog is showing onPause
Repro'd and fix tested on Samsung Galaxy Note 3
#android
#jira UE-32998
#rb chris.babcock
Change 3050642 on 2016/07/14 by Peter.Sauerbrei
fix for invalid generated plist
#rb daniel.lamb
Change 3050718 on 2016/07/14 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3051327 on 2016/07/15 by Keith.Judge
Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next.
#rb None
Change 3051346 on 2016/07/15 by Keith.Judge
Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture.
#rb None.
Change 3051530 on 2016/07/15 by Nick.Shin
github: minor typo fixes
#jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging
#rb none
Change 3053631 on 2016/07/18 by Mark.Satterthwaite
Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger.
#codereview daniel.wright
#rb josh.adams
#jira UE-33350
Change 3053816 on 2016/07/18 by Mark.Satterthwaite
Fixes for iOS Metal:
- Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available.
- Stencil texture views are only required on Mac.
- State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA.
- Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds.
#rb michael.trepka
Change 3053818 on 2016/07/18 by Mark.Satterthwaite
Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround.
#rb michael.trepka
Change 3054426 on 2016/07/18 by Dmitry.Rekman
Fix case-sensitive compilation problems (UE-33420).
#codereview Olaf.Piesche
#rb none
Change 3054434 on 2016/07/18 by Mark.Satterthwaite
Silence delete-non-virtual-dtor warnings on iOS as we do on Mac.
#rb none
Change 3054719 on 2016/07/18 by Jeremiah.Waldron
Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing.
Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock
#jira UE-32998
#android
#rb chris.babcock
Change 3054742 on 2016/07/18 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3054850 on 2016/07/18 by Dmitry.Rekman
Replace Fatal->Error so messagebox can be shown (UE-22818).
- Incorporates PR #1714 by zaps166.
#rb none
#tests Tried to create an invalid context, made sure messagebox is popping up.
Change 3055317 on 2016/07/19 by Lee.Clark
PS4 - Fix render target memory allocation
#jira UE-32988
#rb Marcus.Wassmer
Change 3055682 on 2016/07/19 by Brent.Pease
+ Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error
#rb michael.trepka
Change 3056065 on 2016/07/19 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3056256 on 2016/07/19 by Chris.Babcock
Add optional log spew filtering callback to Run
#jira UE-33468
#ue4
#android
#rb Ben.Marsh
#codereview Jack.Porter
Change 3056727 on 2016/07/19 by Chris.Babcock
Added addition scope (plus.login) to Google Play Games builder
#jira UE-33480
#ue4
#android
#rb none
#codereview ryan.gerleve
Change 3056811 on 2016/07/19 by Jeff.Campeau
Xbox One now accepts client configs.
#rb none
Change 3057152 on 2016/07/20 by Dmitry.Rekman
Linux: use libc++ instead of libstdc++.
- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
- Bundled libc++ 3.8.1 (TPS cleared).
- Turned off ICU compilation (needs recompile against libc++).
- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.
#rb none
#tests Built and ran a number of Linux targets.
Change 3057362 on 2016/07/20 by Keith.Judge
XB1 - Fix busted merge from yesterday
#rb None
Change 3057647 on 2016/07/20 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3057655 on 2016/07/20 by Daniel.Lamb
Added test cooking flag.
#rb Peter.Sauerbrei
#test Cook paragon.
Change 3058779 on 2016/07/20 by Dmitry.Rekman
Fix crash on cooker exit (UE-33583).
- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.
#rb Josh.Adams
#codereview Josh.Adams, Jamie.Dale
#tests Compiled and ran Linux editor.
#lockdown Josh.Adams
Change 3058835 on 2016/07/20 by Chris.Babcock
Enable GooglePlay and GameCenter plugins by default
#jira UE-33605
#ue4
#android
#ios
#rb mark.satterthwaite
#codereview Peter.Sauerbrei
#lockdown Josh.Adams
Change 3058847 on 2016/07/20 by Chris.Babcock
Fix Android device rule for AlcatelPixi3
#jira UE-33606
#ue4
#android
#rb none
#codereview Jeremiah.Walron
#lockdown Josh.Adams
Change 3059693 on 2016/07/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
#lockdown nick.penwarden
Change 3060139 on 2016/07/21 by Chris.Babcock
Fix proguard entry for Android mediaplayer tracks
#jira UE-33644
#ue4
#android
#rb Josh.Adams
#lockdown Josh.Adams
Change 3061151 on 2016/07/22 by Niklas.Smedberg
Fast ASTC texture compression, using ISPC.
#jira UE-32308
#rb chris.babcock
#lockdown josh.adams
Change 3061428 on 2016/07/22 by Peter.Sauerbrei
Back out changelist 3061151 as it wasn't approved for submission
#rb none
#lockdown josh.adams
Change 3061436 on 2016/07/22 by Lee.Clark
PS4 - Back out render target mem allocation changes and put in a temp hack
#jira UE-33657
#codereview Marcus.Wassmer
#lockdown josh.adams
#rb none
[CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3386108)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3345860 on 2017/03/14 by Daniel.Lamb
Fixed crash when building DLC
#test Cook paragon.
Change 3347324 on 2017/03/15 by Gil.Gribb
UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme.
Change 3347331 on 2017/03/15 by Robert.Manuszewski
Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill.
#jira UE-42732
Change 3347371 on 2017/03/15 by Graeme.Thornton
Fix for runtime asset cache not invalidating files with an outdated version number
Change 3349161 on 2017/03/16 by Steve.Robb
Generated UFUNCTION FNames no longer exported.
Misc refactors of code generation.
Change 3349167 on 2017/03/16 by Steve.Robb
Unused TBoolConstant removed (the more general TIntegralConstant should be used instead).
Change 3349274 on 2017/03/16 by Gil.Gribb
UE4 - Fix loading a package that is already loaded.
Change 3349534 on 2017/03/16 by Ben.Marsh
UBT: Check that the SN-DBS service is running before attempting to use it.
Change 3349612 on 2017/03/16 by Gil.Gribb
UE4 - Increased estimate of summary size.
Change 3350021 on 2017/03/16 by Gil.Gribb
UE4 - Fixed crash in signature checks when mounting pak files.
Change 3350052 on 2017/03/16 by Ben.Marsh
Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name.
Change 3350360 on 2017/03/16 by Ben.Marsh
UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes.
Change 3351670 on 2017/03/17 by Ben.Marsh
UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them.
Change 3352289 on 2017/03/17 by Ben.Marsh
Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits.
Change 3352390 on 2017/03/17 by Ben.Marsh
Remove unused/out of date binaries for CrashReporter.
Change 3352392 on 2017/03/17 by Ben.Marsh
Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now.
Change 3352410 on 2017/03/17 by Ben.Marsh
Remove P4ChangeReporter. I don't believe this is used any more.
Change 3352450 on 2017/03/17 by Ben.Marsh
Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects.
Change 3352455 on 2017/03/17 by Ben.Marsh
Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more.
Change 3352940 on 2017/03/17 by Wes.Hunt
Update CRP to not send Slack queue size updates unless the waiting time is greater than 1 minute.
#codereview: jin.zhang
Change 3353658 on 2017/03/20 by Steve.Robb
Fix for crash when importing a BP which has a populated TMap with an enum class key.
Change 3354056 on 2017/03/20 by Steve.Robb
TAssetPtr<T> can now be constructed from a nullptr without a full definition of T.
Change 3356111 on 2017/03/21 by Graeme.Thornton
Fix for UE-34131
- Support double and fname stat types in UFE stat export to CSV
#jira UE-34131
Change 3358584 on 2017/03/22 by Daniel.Lamb
Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking.
#test Cook shootergame
Change 3360379 on 2017/03/23 by Gil.Gribb
UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance.
Change 3360623 on 2017/03/23 by Gil.Gribb
UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy.
Change 3360627 on 2017/03/23 by Gil.Gribb
UE4 - Optimized UObject hash tables for speed and space.
Change 3361183 on 2017/03/23 by Gil.Gribb
UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor.
Change 3361906 on 2017/03/23 by Steve.Robb
Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements.
#jira UE-43272
Change 3362839 on 2017/03/24 by Gil.Gribb
UE4 - Fixed hash table lock optimization.
Change 3367348 on 2017/03/28 by Robert.Manuszewski
Making sure streamed-in SoundWaves get added to GC clusters.
Change 3367386 on 2017/03/28 by Ben.Marsh
EC: Pass the Semaphores property from a build type as a parameter to new build jobs.
Change 3367422 on 2017/03/28 by Ben.Marsh
EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually.
Change 3367469 on 2017/03/28 by Ben.Marsh
EC: Prevent multiple incremental jobs running at once.
Change 3367640 on 2017/03/28 by Ben.Marsh
Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override.
Change 3367836 on 2017/03/28 by Uriel.Doyon
Improved handled of references in the streaming manager
Change 3369354 on 2017/03/29 by Graeme.Thornton
Added AES encrypt/decrypt functions that take a byte array for the key
Change 3369804 on 2017/03/29 by Ben.Marsh
Remove incorrect "EngineVersion" settings from plugin descriptors.
Change 3370462 on 2017/03/29 by Ben.Marsh
Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator.
#jira UE-43467
Change 3371598 on 2017/03/30 by Ben.Marsh
UBT: Fix message for missing toolchain in VS2017.
Change 3372827 on 2017/03/30 by Ben.Marsh
BuildGraph: Output an error at the end of each step if any previous build products have been modified.
Change 3372947 on 2017/03/30 by Ben.Marsh
[Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT.
Change 3372958 on 2017/03/30 by Ben.Marsh
[Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT.
Change 3372981 on 2017/03/30 by Ben.Marsh
[Merge] Modular game fixes for UAT
* Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination
* Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine
* Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start
Change 3373024 on 2017/03/30 by Ben.Marsh
[Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep.
Change 3373041 on 2017/03/30 by Ben.Marsh
[Merge] Added UAT script to replace assets with another source
Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files
Change 3373052 on 2017/03/30 by Ben.Marsh
[Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet
Change 3373092 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash attempting to load cooked static mesh in editor
Change 3373112 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels
Change 3373132 on 2017/03/30 by Ben.Marsh
[Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet
Change 3373138 on 2017/03/30 by Ben.Marsh
[Merge] Fixed code issue with playback of cooked SoundCues
Skip over code using editor only data when editor data has been stripped
Change 3373143 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash when attempting to open multiple cooked assets
Change 3373156 on 2017/03/30 by Ben.Marsh
[Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement)
Change 3373161 on 2017/03/30 by Ben.Marsh
[Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data
Change 3373168 on 2017/03/30 by Ben.Marsh
[Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file).
Change 3373204 on 2017/03/30 by Ben.Marsh
[Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around.
Change 3373209 on 2017/03/30 by Ben.Marsh
[Merge] Fix missing material in mod editor for cooked assets.
Change 3373388 on 2017/03/30 by Ben.Marsh
[Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall.
Change 3374200 on 2017/03/31 by Ben.Marsh
[Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics.
Change 3374279 on 2017/03/31 by Ben.Marsh
PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist)
Change 3374331 on 2017/03/31 by Ben.Marsh
UBT: Disable warning pragmas on Mono; not supported on current compiler.
#jira UE-43451
Change 3375108 on 2017/03/31 by Ben.Marsh
Removing another plugin EngineVersion property.
Change 3375126 on 2017/03/31 by Ben.Marsh
Fix incorrect executable paths being generated for Windows.
Change 3375159 on 2017/03/31 by Graeme.Thornton
Pak Index Encryption
- Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key
- Added "-encryptpakindex" option to UAT to force on index encryption
- Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor
Change 3375197 on 2017/03/31 by Graeme.Thornton
Enable pak index encryption in shootergame
Change 3375377 on 2017/03/31 by Ben.Marsh
Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries".
Change 3376418 on 2017/04/03 by Ben.Marsh
BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build.
Change 3376447 on 2017/04/03 by Ben.Marsh
Build: Remove some unused stream settings
Change 3376469 on 2017/04/03 by Ben.Marsh
Build: Add a customizable field for the script to use for custom builds in every branch.
Change 3376654 on 2017/04/03 by Ben.Marsh
Add a fatal error message containing the module with an outstanding reference when trying to unload it.
#jira UE-42423
Change 3376747 on 2017/04/03 by Gil.Gribb
UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL.
Change 3377173 on 2017/04/03 by Ben.Marsh
Make sure callstacks are written to stdout following a crash on a background thread.
Change 3377183 on 2017/04/03 by Ben.Marsh
Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument).
Change 3377280 on 2017/04/03 by Ben.Marsh
Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/...
Change 3377311 on 2017/04/03 by Ben.Marsh
Build: Set the 'Semaphores' parameter for any jobs started from a schedule.
Change 3377326 on 2017/04/03 by Ben.Marsh
UGS: Show badges which match an entire subtree if the project field ends with "...".
Change 3377392 on 2017/04/03 by Ben.Marsh
Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them.
Change 3377895 on 2017/04/03 by Ben.Marsh
EC: Send notification emails whenever UAT fails to compile.
Change 3377923 on 2017/04/03 by Ben.Marsh
Build: Use a different semaphore for the common editors build target to the incremental compile build target.
Change 3378297 on 2017/04/04 by Graeme.Thornton
Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT
Change 3378301 on 2017/04/04 by Ben.Marsh
UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes.
Change 3378460 on 2017/04/04 by Graeme.Thornton
Remove dependency preloading system from sync and async loading paths
Change 3378535 on 2017/04/04 by Robert.Manuszewski
Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324
#jira UE-43544
Change 3378575 on 2017/04/04 by Robert.Manuszewski
Making sure actor clusters are not created in non-cooked builds
#jira UE-43617
#jira UE-43614
Change 3378589 on 2017/04/04 by Robert.Manuszewski
Disabling debug GC cluster logging
#jira UE-43617
Change 3379118 on 2017/04/04 by Robert.Manuszewski
Disabling actor clustering by default, keeping it on in Orion and Ocean
Change 3379815 on 2017/04/04 by Ben.Marsh
Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures.
Change 3380811 on 2017/04/05 by Gil.Gribb
UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it.
Change 3383313 on 2017/04/06 by Uriel.Doyon
Integrated CL 3372436 3372765 3373272 from Dev-Rendering
#JIRA UE-43669
Change 3383531 on 2017/04/06 by Ben.Marsh
UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory.
Change 3383786 on 2017/04/06 by Ben.Zeigler
Back out changelist 3382694 and replace with CL #3383757 from bob.tellez:
Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing
Change 3385089 on 2017/04/07 by Gil.Gribb
UE4 - Critical. Fixed memory leak in pak precacher.
[CL 3386123 by Ben Marsh in Main branch]
2017-04-10 11:00:33 -04:00
/**
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3805092)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3623004 by Ben.Marsh
Fix RemoteExecutor not taking the remote machine specs into account.
Change 3623172 by Ben.Marsh
UGS: Fix "More Info..." button not using P4 server override.
Change 3628820 by Ben.Marsh
PR #3979: Get working directory from task element, not tool node (Contributed by nullbus)
Change 3630424 by Graeme.Thornton
Make the AES key parameter const in FAES::EncryptData()
Change 3632786 by Steve.Robb
FString constructor fixed to not take an ignored void* parameter, which can be misleading.
Change 3639534 by Ben.Marsh
Remove old P4.NET library. Doesn't seem to be used by anything.
Change 3640536 by Steve.Robb
GitHub #4007 : Delete unnecessary specialization of MakeArrayView
#jira UE-49617
Change 3641155 by Gil.Gribb
UE4 - Speculative fix for problem with summary reading in FAsyncArchive2.
Change 3643932 by Ben.Marsh
Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument).
Change 3644825 by Ben.Marsh
Use VSWHERE to find the location of MsBuild.exe, if available.
https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645
Change 3647395 by Ben.Marsh
Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options.
Change 3650300 by Ben.Marsh
UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis.
Change 3650856 by Robert.Manuszewski
Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread
Change 3651022 by Gil.Gribb
UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher.
Change 3658331 by Steve.Robb
Fix for the parsing of large integer values.
Change 3661958 by Gil.Gribb
UE4 - Fixed rare hang in task graph.
Change 3664021 by Robert.Manuszewski
Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy
See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html
Change 3664254 by Steve.Robb
Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports.
Change 3664436 by Steve.Robb
Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads.
Change 3666461 by Graeme.Thornton
Improvements to signing/encryption key embedding and runtime access
- Changed method of embedding key into the executable to make it more secure
- Added FAESKey class to wrap a 32 byte key
Change 3666462 by Graeme.Thornton
Cut ShooterGame AES key down to 32 characters
Change 3677560 by Ben.Marsh
PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn)
Change 3683534 by Steve.Robb
Refactoring of enum/struct lookup during hot reload.
Change 3683754 by Steve.Robb
Alignment fixes to allow int64 on 32-bit platforms
Support for integral types in IsAligned.
Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types.
Some fixes to existing code.
Change 3686670 by Steve.Robb
Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS.
Change 3687540 by Ben.Marsh
Fix all UBT/UAT output going to stderr rather than stdout.
Change 3688931 by Gil.Gribb
UE4 - Critical fix for a rare race condition in the pak file async IO layer.
Change 3690000 by Graeme.Thornton
Manual copy of 4.18 CL 3687869
Make UBT include the destination INI file for a given hierarchy if it exists
Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name
Change 3690030 by Graeme.Thornton
VSCode fixes
- Source Code Accessor plugin changes. Add new interface method to open a solution at a given path
- GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for
- Various fixes for vscode project file generation
#jira UE-50554
Change 3690885 by Steve.Robb
Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>.
Change 3691052 by Steve.Robb
Free stats thread on shutdown.
Change 3695138 by Steve.Robb
AsConst helper function added.
Change 3696627 by James.Hopkin
Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr
(review-3606695)
Change 3697099 by Steve.Robb
GitHub #4105 : Removed redundant class access modifier
Change 3697154 by Steve.Robb
Removal of deprecated functions in delegates.
Mutable lambdas to can now be bound to delegates.
Change 3697180 by Steve.Robb
GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty
Change 3697239 by Steve.Robb
Allow TArray::Insert to take an array with any allocator type.
Change 3697269 by Steve.Robb
RelocateConstructItems instead of MoveConstructItems.
Change 3697558 by Steve.Robb
New _GetRef functions for TArray, which return a reference to the newly-added element.
Unit tests for these functions.
Change 3699776 by Steve.Robb
TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled.
Change 3702397 by Steve.Robb
TIsTrivial type trait.
Change 3702569 by Steve.Robb
Allow a TGuardValue to be assigned to a different type from the one being guarded.
Change 3706644 by Robert.Manuszewski
Different stack ingore count for development builds for FArchiveStackTrace
Change 3709272 by Steve.Robb
Removal of redundant UpdateVertices, which causes a race condition on the renderer thread.
Change 3709452 by Robert.Manuszewski
Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies
Change 3709454 by Robert.Manuszewski
Added command line option -NOEDL to disable EDL
Change 3709487 by Steve.Robb
Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1.
Change 3709645 by Ben.Marsh
Fix race condition between multiple instances of UBT trying to write out the XML config cache.
Change 3711193 by Ben.Marsh
Add an editor setting for the shared DDC location to use.
#jira UE-51487
Change 3713811 by Steve.Robb
Update .modules files after a hot reload.
Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks.
Pass hotreload flags around in UBT instead of relying on global state.
This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205.
#jira UE-51472
Change 3715654 by Steve.Robb
GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy.
Change 3718782 by Steve.Robb
TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called.
Change 3720830 by Steve.Robb
Initial import of TAtomic object wrapper, which guarantees atomic access to an object.
Change 3720881 by Steve.Robb
FCompression ThreadSanitizer data race fixes.
Change 3722640 by Graeme.Thornton
Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading.
#jira UE-51463
Change 3722655 by Steve.Robb
Don't null name table because it's already zeroed at startup.
Some tidy-ups.
Change 3722754 by Steve.Robb
Thread sanitizer fix.
Small typo fix.
Change 3722849 by Graeme.Thornton
Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server
Change 3723081 by Steve.Robb
TAtomic is now aligned to the underlying integer type.
TAtomic will now static assert with a better error message when given an unsupported type.
Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number.
Misc renames.
Change 3723270 by Ben.Marsh
Include /d2cgsummary argument when running UBT with -Timing.
Change 3723683 by Ben.Marsh
Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance.
Change 3725422 by Robert.Manuszewski
When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning.
Change 3725735 by Robert.Manuszewski
Making all CheckDefaultSubobjects related functions const
Change 3726167 by Steve.Robb
FMinimalName::IsNone added.
Change 3726458 by Steve.Robb
TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer.
Change 3726542 by Ben.Marsh
UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths.
Change 3726595 by Ben.Marsh
Allow building multiple game targets in the example BuildEditorAndTools.xml script.
Change 3726724 by Ben.Marsh
Fix ambiguities in calculating root directory. (GitHub #4172)
Change 3726959 by Ben.Marsh
Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does.
Change 3728437 by Steve.Robb
VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel.
Some improved documentation.
NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping.
Change 3732262 by Gil.Gribb
UE4 - Fixed rare hangs in the task graph.
Change 3732755 by Steve.Robb
Stats TSAN fixes.
Optimizations to FCycleCounter::Start() to only read the stat name once.
Change 3735000 by Robert.Manuszewski
Always preload the AssetRegistry module on startup. even if EDL is disabled.
Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert.
Change 3735292 by Robert.Manuszewski
Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates.
Change 3735332 by Steve.Robb
Refactoring of UDelegateProperty::Identical() to clarify logic.
Fixed UMulticastDelegateProperty::Identical() to compare the bound function names.
PPF_DeltaComparison removed, as it doesn't seem useful.
Change 3737960 by Graeme.Thornton
VSCode - Add launch task for generating project files for the given folder
Change 3738398 by Graeme.Thornton
Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor
#jira UE-51451
Change 3738405 by Graeme.Thornton
VSCode: Format c/cpp settings strings using comment path formatting function
Change 3738928 by Steve.Robb
Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18)
#jira UE-51842
Change 3739135 by Ben.Marsh
Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history.
#jira UE-51855
Change 3739360 by Ben.Marsh
UAT: Fix issue with P4PORT setting not being parsed correctly.
Change 3745959 by James.Hopkin
#core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types
Change 3746125 by Steve.Robb
FName ThreadSanitizer fixes.
Change 3747274 by Steve.Robb
TSAN fix for FMediaTicker::Stopping.
Change 3747618 by Steve.Robb
ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish.
Change 3747720 by Steve.Robb
ThreadSanitizer fix for FMessageRouter::Stopping.
Change 3749207 by Graeme.Thornton
First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys.
Change 3749323 by Graeme.Thornton
Fix UAT crash when only -targetplatform is specifiied
Change 3749349 by Steve.Robb
TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer.
Change 3749617 by Steve.Robb
Logf static_assert for formatting string enabled.
Change 3749897 by Steve.Robb
FDebug::LogAssertFailedMessage static assert for formatting string enabled.
Change 3754011 by Steve.Robb
Static asserts that the allocator supports move.
Move-enabled our allocators which don't support move.
Change 3754227 by Ben.Marsh
Fix build command line in generated projects missing a space before the compiler version override.
#jira UE-52226
Change 3754562 by Ben.Marsh
PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk)
Change 3755616 by Graeme.Thornton
Runtime code for using the new crypto ini files to define signing/encryption keys
#jira UE-46580
Change 3755666 by James.Hopkin
Used ImplicitConv to remove Casts being used for up-casts
#review-3745965
Change 3755671 by Graeme.Thornton
Add log message in unrealpak to say which config file system it is using for crypto keys
Change 3755672 by Graeme.Thornton
Updating ShooterGame with new CryptoKeys based security setup
Change 3756778 by Ben.Marsh
Add support for running multiple jobs simultaneously on a single builder.
When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used.
Change 3758498 by Ben.Marsh
Re-throw exceptions when a file cannot be deleted when cleaning a target.
Change 3758921 by Steve.Robb
ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access.
DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory.
Change 3760599 by Graeme.Thornton
Added missing epic header comment to some new source files
Change 3760642 by Steve.Robb
ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread.
Change 3760669 by Graeme.Thornton
Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually.
Added a test mode to the cryptokeys commandlet to test signing key generation
Change 3760711 by Steve.Robb
ThreadSanitizer fixes to GIsRenderingThreadSuspended.
Change 3760739 by Steve.Robb
ThreadSanitizer fix for FQueuedThread::TimeToDie.
Change 3760763 by Steve.Robb
ThreadSanitizer fix for GRunRenderingThreadHeartbeat.
Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread.
Change 3760793 by Steve.Robb
Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos.
Change 3760817 by Steve.Robb
ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos.
Change 3761331 by Josh.Engebretson
UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj
#jira UE-52416
Change 3761521 by Steve.Robb
ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId.
Change 3763117 by Graeme.Thornton
PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL)
Change 3763358 by Graeme.Thornton
Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes
Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path
Derived from the content of this PR:
PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang)
Change 3764058 by Graeme.Thornton
Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes
#jira UE-52359
Change 3764705 by Steve.Robb
Better handling of whitespace in ImportText_Internal() for set and map properties.
Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data).
Fix to USetProperty's temp buffer size to avoid buffer overruns.
Duplicate map keys are now skipped during import, same as USetProperty's behavior.
Change 3764731 by Steve.Robb
Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that.
Change 3765923 by Graeme.Thornton
VSCode - "taskName" -> "label" for C# build tasks
Change 3766018 by Steve.Robb
constexpr constructor for TAtomic.
Change 3766037 by Steve.Robb
Misc tidyings in HotReload.cpp.
Change 3766046 by Steve.Robb
ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local.
Change 3766288 by Steve.Robb
Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects.
Change 3766374 by Josh.Engebretson
Fix issue with ini quoted value comparison
#jira UE-52066
Change 3766532 by Josh.Engebretson
PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu)
#jira UE-46156
Change 3766740 by Steve.Robb
TMultiMap::Append added.
Change 3767523 by Steve.Robb
ThreadSanitizer fix for UE4Delegates_Private::GNextID.
Change 3767601 by Steve.Robb
ThreadSanitizer fix for FStats::GameThreadStatsFrame.
Change 3770567 by Ben.Marsh
Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives.
Change 3770826 by Ben.Marsh
Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it.
Change 3770875 by Steve.Robb
Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps.
Change 3772167 by Ben.Marsh
Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data.
Change 3772248 by Steve.Robb
ThreadSanitizer fixes to FMalloc call counters.
Change 3772383 by Ben.Marsh
Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive.
Change 3772906 by Graeme.Thornton
TextAssetCommandlet - Utility commandlet for testing/converting to text asset format
Change 3772932 by Ben.Marsh
Fix "String:" prefix not being stripped from escaped string values.
Change 3772942 by Graeme.Thornton
Add experimental setting to enable in-editor text asset format functionality
Add "export to text" option into the content browser asset actions context menu
Change 3772955 by Ben.Marsh
Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility.
Change 3772963 by Ben.Marsh
Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries.
Change 3773010 by Graeme.Thornton
Added CORE_API to FArchiveFromStructuredArchive
Gave text asset format experimental option a slightly less random tooltip comment
Change 3773057 by Ben.Marsh
Add a flag to FArchive to determine whether the archive is text (IsTextFormat()).
Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive.
Also rename FStructuredArchive::TryEnterSlot() to TryEnterField().
Change 3773118 by Steve.Robb
TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size.
Change 3773122 by Steve.Robb
TAtomic fixes for pointer arithmetic.
TSignedIntType used instead of reimplementing its own trait.
Change 3773123 by Steve.Robb
Unit tests for TAtomic.
Change 3773138 by Steve.Robb
Run numeric tests on integer types instead of basic tests.
Fix for compiler warnings when subtracting from unsigned atomics.
Change 3773166 by Steve.Robb
Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that.
Change 3774216 by Gil.Gribb
UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file.
Change 3774426 by Ben.Marsh
Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all.
See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html
Change 3774658 by Ben.Marsh
Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it.
Change 3775141 by Ben.Marsh
Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor.
Change 3775459 by Ben.Marsh
Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically.
Change 3775522 by Ben.Marsh
UGS: Treat .uproject and .uplugin files as code changes.
Change 3775597 by Ben.Marsh
Fix post-build steps for plugins not being executed.
#jira UE-52754
Change 3777895 by Graeme.Thornton
StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive
Change 3777931 by Graeme.Thornton
Refactored FArchiveUObjects serialization code into some static helpers
Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers
Change 3777942 by Graeme.Thornton
Added missing CORE_API to FStructuredArchive::FStream
Added FStructuredArchive::FSlot insertion operator for char
Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value
Change 3778084 by Graeme.Thornton
Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files
Change 3778096 by Graeme.Thornton
Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class
Change 3778389 by Josh.Engebretson
Fix an optimization issue with CPU benchmarking
Add better support for debugging/testing local rocket builds
UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html
#jira UE-52192
Change 3778701 by Josh.Engebretson
Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets
UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html
#jira UE-40317
Change 3778832 by Chad.Garyet
Adding enterprise path support for PCB's for UGS
Change 3780258 by Graeme.Thornton
TextAssetCommandlet - Accumulate timings for loading packages and saving packages
Change 3780463 by Graeme.Thornton
CryptoKeys improvements
- Enable CryptoKeys plugin by default
- Attempt to inherit settings from the old system by default
- Hide ini/index encryption settings from packaging settings and just inherit previous values into new system
Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings
Change 3780557 by Ben.Marsh
Fix LoginFlow module not being precompiled for the binary release.
Change 3780846 by Josh.Engebretson
Improve filename to long package name resolution when provided a relative path
Change 3780863 by Ben.Marsh
UAT: Add a better error message when a C# project has an invalid reference.
Change 3780911 by Ben.Marsh
Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce.
The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument.
Change 3780956 by Josh.Engebretson
Add support for ! (RemoveKey) config command to UBT
UDN Link: https://udn.unrealengine.com/questions/397267/index.html
#jira UE-52033
Change 3782957 by Robert.Manuszewski
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps.
Change 3784503 by Ben.Marsh
Optimizations for FStructuredArchive:
* Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it.
* Prevent shrinking of arrays when removing elements.
* Add an inline allocator to the scope and container stacks.
Change 3784700 by Ben.Marsh
Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front.
Change 3784989 by Ben.Marsh
Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0.
Change 3786860 by Gil.Gribb
UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely.
Change 3787159 by Ben.Marsh
Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution.
Change 3787493 by Josh.Engebretson
Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores
Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile
Fix for multiple threads parsing ini keys (PR 3995)
#PR 3995
#jira 52913
#jira 49503
Change 3787773 by Steve.Robb
Fix for missing final values from FOREACH_ENUM_ macros.
Change 3788287 by Ben.Marsh
TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique.
Change 3788678 by Ben.Marsh
Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive.
Change 3789353 by Graeme.Thornton
Removed unused/rotten modes from TextAsset commandlet.
Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing.
Change 3789396 by Ben.Marsh
Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h
Change 3789772 by Ben.Marsh
Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line.
Change 3790003 by Ben.Marsh
TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record.
Change 3790051 by Steve.Robb
PIE is disabled during a hot reload.
Hot reload in editor is disabled during PIE.
Hot reload from IDE is deferred until after PIE is exited.
Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change.
#jira UE-20357
#jira UE-52137
Change 3790709 by Steve.Robb
Better move support for TVariant.
EVariantTypes switched over to using an enum class to aid debugger visualization.
Change 3791422 by Ben.Marsh
TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time.
Change 3791489 by Graeme.Thornton
TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record
Change 3792344 by Ben.Marsh
Improvements to base64 encoding library.
* Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations.
* Added support for decoding base-64 blobs without padding marks.
* Added support for decoding into pre-allocated buffer.
* Added constexpr functions for determining the encoded and maximum decoded size of an input buffer.
* Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes).
Change 3792949 by Ben.Marsh
TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter.
Change 3794078 by Robert.Manuszewski
Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine
#jira UE-52392
Change 3794413 by Ben.Marsh
TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack.
Change 3794731 by Ben.Marsh
TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable.
Change 3795081 by Ben.Marsh
UBT: Move LinuxCommon.cs into Platform/Linux folder.
Change 3795137 by Ben.Marsh
UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property).
Change 3795247 by Ben.Marsh
Fix missing header when creating a new interface from the editor new code wizard.
#jira UE-53174
Change 3796025 by Graeme.Thornton
Fixed some deprecated "Definitions" warnings in OpenCV build files
Change 3796103 by Graeme.Thornton
Disable experimental text asset option - it does nothing useful yet.
Change 3796157 by Graeme.Thornton
Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open.
#jira UE-53206
Change 3796315 by Ben.Marsh
Move Formatter to the correct position for initializer.
#jira UE-53208
Change 3797082 by Ben.Marsh
UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT.
#jira UE-53232
Change 3799050 by Ben.Marsh
Make UnrealPak.version files writable for Mac and Linux.
Change 3801012 by Graeme.Thornton
VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory
Change 3801214 by Gil.Gribb
UE4 - Remove assert to work around minor problem with lock free lists.
#jira UE-49600
Change 3801219 by Steve.Robb
WeakObjectPtrs now warn when casting away const.
Change 3801299 by Graeme.Thornton
Fix quote issue with foreign project build tasks on PC
Change 3803292 by Graeme.Thornton
Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries
Change 3803559 by Steve.Robb
TSAN fix for FMalloc::MaxSingleAlloc.
Change 3803735 by Graeme.Thornton
Last set of cryptokeys changes
- Added some comments for editor exposed settings
- Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets"
Change 3803929 by Ben.Marsh
UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog.
Change 3624590 by Steve.Robb
AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector.
Tidy-up of existing calls to AddReferencedObjects.
Change 3629473 by Ben.Marsh
Build: Rename the option for embedding source server information in PDB files for installed engine builds.
Change 3632894 by Steve.Robb
VARARG* macros deprecated and usage replaced with variadic templates.
Change 3640704 by Steve.Robb
MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type.
Fix to TWeakObjectPtr's constructor which implicitly removed const.
Fixes to everything which didn't compile as a result.
Change 3650813 by Graeme.Thornton
Removed FStartupPackages and associated code
Change 3651000 by Ben.Marsh
Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out.
#jira UE-49980
Change 3690842 by Steve.Robb
FPlatformAtomics::AtomicRead added - needs optimizing.
AtomicRead() used in FThreadSafeCounter::GetValue().
Change 3699416 by Steve.Robb
Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator.
Improved readability of TSparseArray visualization.
Change 3720812 by Steve.Robb
Atomic functions for 8-bit and 16-bit.
Android, Linux and Switch implementations now just use the Clang implementation.
AtomicRead64 deprecated in favor of the int64* AtomicRead overload.
Change 3722698 by Steve.Robb
VS debugger visualizers for TAtomic.
Change 3732270 by Steve.Robb
Relaxed stores and loads.
Change 3749315 by Graeme.Thornton
If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform
#jira UE-52034
Change 3750657 by Josh.Engebretson
Fixed issue when debugging editor cook/package and project launch operations
#jira UE-52207
Change 3758514 by Steve.Robb
Fixes to FString::Printf having non-literals being passed as its formatting string.
Change 3763356 by Steve.Robb
ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters.
Change 3770549 by Steve.Robb
Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES.
Tidy up of existing code which uses it.
Change 3770553 by Ben.Marsh
Adding structured serialization API to Core/CoreUObject for use with text-based assets.
* FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types.
* Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Maps are string -> value dictionaries where the key names are present regardless of the build type.
* Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects.
* Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type.
* The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Includes implementations of FArchiveFormatter for binary and JSON formats.
Change 3771105 by Steve.Robb
Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS.
Fix for incorrect warning formatting on Clang platforms.
Change 3771520 by Steve.Robb
Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header.
Change 3771564 by Steve.Robb
More common macros moved to the Clang pre-setup header.
Change 3771613 by Steve.Robb
EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h.
Change 3772881 by Ben.Marsh
Add support for serializing FName and UObject through FStructuredArchive.
In order to allow custom linker behavior when serializing objects:
* The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer.
* The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table)
Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix).
Change 3772941 by Graeme.Thornton
Make build work when including StructuredArchive.h from core container types
Added standard header to new files
Add structured archive serializer for TArray
Fix bug in structured archive where containers weren't being popped from the scope stack
Change 3772972 by Ben.Marsh
Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot.
Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately.
When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields.
Change 3773006 by Ben.Marsh
Rename FStructuredArchive::FRecord::EnterSlot() to EnterField().
Change 3773013 by Steve.Robb
bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes.
Change 3774499 by Ben.Marsh
Minor fixes for FStructuredArchive related classes:
* Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types.
* FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions.
Change 3774600 by Ben.Marsh
Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data.
This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data.
Change 3789721 by Ben.Marsh
TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing.
Change 3789920 by Ben.Marsh
TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double.
#jira UECORE-364
Change 3789982 by Ben.Marsh
TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter.
Change 3792466 by Ben.Marsh
TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly.
In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations.
Change 3792935 by Ben.Marsh
TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive.
Change 3795100 by Ben.Marsh
UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer.
Change 3795106 by Ben.Marsh
Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions.
Change 3796275 by Ben.Marsh
Fix paths to Version.h includes from resource files.
Change 3800683 by Josh.Engebretson
Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format
#jira UE-50073
Change 3803545 by Steve.Robb
TWeakObjPtr const-dropping assignment fix.
Fixes to change.
[CL 3805231 by Ben Marsh in Main branch]
2017-12-12 18:32:45 -05:00
* Encrypt the pak index
* NOTE : Replaced by the settings inside the cryptokeys system . Kept here for legacy migration purposes .
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3386108)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3345860 on 2017/03/14 by Daniel.Lamb
Fixed crash when building DLC
#test Cook paragon.
Change 3347324 on 2017/03/15 by Gil.Gribb
UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme.
Change 3347331 on 2017/03/15 by Robert.Manuszewski
Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill.
#jira UE-42732
Change 3347371 on 2017/03/15 by Graeme.Thornton
Fix for runtime asset cache not invalidating files with an outdated version number
Change 3349161 on 2017/03/16 by Steve.Robb
Generated UFUNCTION FNames no longer exported.
Misc refactors of code generation.
Change 3349167 on 2017/03/16 by Steve.Robb
Unused TBoolConstant removed (the more general TIntegralConstant should be used instead).
Change 3349274 on 2017/03/16 by Gil.Gribb
UE4 - Fix loading a package that is already loaded.
Change 3349534 on 2017/03/16 by Ben.Marsh
UBT: Check that the SN-DBS service is running before attempting to use it.
Change 3349612 on 2017/03/16 by Gil.Gribb
UE4 - Increased estimate of summary size.
Change 3350021 on 2017/03/16 by Gil.Gribb
UE4 - Fixed crash in signature checks when mounting pak files.
Change 3350052 on 2017/03/16 by Ben.Marsh
Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name.
Change 3350360 on 2017/03/16 by Ben.Marsh
UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes.
Change 3351670 on 2017/03/17 by Ben.Marsh
UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them.
Change 3352289 on 2017/03/17 by Ben.Marsh
Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits.
Change 3352390 on 2017/03/17 by Ben.Marsh
Remove unused/out of date binaries for CrashReporter.
Change 3352392 on 2017/03/17 by Ben.Marsh
Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now.
Change 3352410 on 2017/03/17 by Ben.Marsh
Remove P4ChangeReporter. I don't believe this is used any more.
Change 3352450 on 2017/03/17 by Ben.Marsh
Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects.
Change 3352455 on 2017/03/17 by Ben.Marsh
Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more.
Change 3352940 on 2017/03/17 by Wes.Hunt
Update CRP to not send Slack queue size updates unless the waiting time is greater than 1 minute.
#codereview: jin.zhang
Change 3353658 on 2017/03/20 by Steve.Robb
Fix for crash when importing a BP which has a populated TMap with an enum class key.
Change 3354056 on 2017/03/20 by Steve.Robb
TAssetPtr<T> can now be constructed from a nullptr without a full definition of T.
Change 3356111 on 2017/03/21 by Graeme.Thornton
Fix for UE-34131
- Support double and fname stat types in UFE stat export to CSV
#jira UE-34131
Change 3358584 on 2017/03/22 by Daniel.Lamb
Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking.
#test Cook shootergame
Change 3360379 on 2017/03/23 by Gil.Gribb
UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance.
Change 3360623 on 2017/03/23 by Gil.Gribb
UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy.
Change 3360627 on 2017/03/23 by Gil.Gribb
UE4 - Optimized UObject hash tables for speed and space.
Change 3361183 on 2017/03/23 by Gil.Gribb
UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor.
Change 3361906 on 2017/03/23 by Steve.Robb
Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements.
#jira UE-43272
Change 3362839 on 2017/03/24 by Gil.Gribb
UE4 - Fixed hash table lock optimization.
Change 3367348 on 2017/03/28 by Robert.Manuszewski
Making sure streamed-in SoundWaves get added to GC clusters.
Change 3367386 on 2017/03/28 by Ben.Marsh
EC: Pass the Semaphores property from a build type as a parameter to new build jobs.
Change 3367422 on 2017/03/28 by Ben.Marsh
EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually.
Change 3367469 on 2017/03/28 by Ben.Marsh
EC: Prevent multiple incremental jobs running at once.
Change 3367640 on 2017/03/28 by Ben.Marsh
Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override.
Change 3367836 on 2017/03/28 by Uriel.Doyon
Improved handled of references in the streaming manager
Change 3369354 on 2017/03/29 by Graeme.Thornton
Added AES encrypt/decrypt functions that take a byte array for the key
Change 3369804 on 2017/03/29 by Ben.Marsh
Remove incorrect "EngineVersion" settings from plugin descriptors.
Change 3370462 on 2017/03/29 by Ben.Marsh
Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator.
#jira UE-43467
Change 3371598 on 2017/03/30 by Ben.Marsh
UBT: Fix message for missing toolchain in VS2017.
Change 3372827 on 2017/03/30 by Ben.Marsh
BuildGraph: Output an error at the end of each step if any previous build products have been modified.
Change 3372947 on 2017/03/30 by Ben.Marsh
[Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT.
Change 3372958 on 2017/03/30 by Ben.Marsh
[Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT.
Change 3372981 on 2017/03/30 by Ben.Marsh
[Merge] Modular game fixes for UAT
* Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination
* Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine
* Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start
Change 3373024 on 2017/03/30 by Ben.Marsh
[Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep.
Change 3373041 on 2017/03/30 by Ben.Marsh
[Merge] Added UAT script to replace assets with another source
Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files
Change 3373052 on 2017/03/30 by Ben.Marsh
[Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet
Change 3373092 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash attempting to load cooked static mesh in editor
Change 3373112 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels
Change 3373132 on 2017/03/30 by Ben.Marsh
[Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet
Change 3373138 on 2017/03/30 by Ben.Marsh
[Merge] Fixed code issue with playback of cooked SoundCues
Skip over code using editor only data when editor data has been stripped
Change 3373143 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash when attempting to open multiple cooked assets
Change 3373156 on 2017/03/30 by Ben.Marsh
[Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement)
Change 3373161 on 2017/03/30 by Ben.Marsh
[Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data
Change 3373168 on 2017/03/30 by Ben.Marsh
[Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file).
Change 3373204 on 2017/03/30 by Ben.Marsh
[Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around.
Change 3373209 on 2017/03/30 by Ben.Marsh
[Merge] Fix missing material in mod editor for cooked assets.
Change 3373388 on 2017/03/30 by Ben.Marsh
[Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall.
Change 3374200 on 2017/03/31 by Ben.Marsh
[Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics.
Change 3374279 on 2017/03/31 by Ben.Marsh
PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist)
Change 3374331 on 2017/03/31 by Ben.Marsh
UBT: Disable warning pragmas on Mono; not supported on current compiler.
#jira UE-43451
Change 3375108 on 2017/03/31 by Ben.Marsh
Removing another plugin EngineVersion property.
Change 3375126 on 2017/03/31 by Ben.Marsh
Fix incorrect executable paths being generated for Windows.
Change 3375159 on 2017/03/31 by Graeme.Thornton
Pak Index Encryption
- Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key
- Added "-encryptpakindex" option to UAT to force on index encryption
- Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor
Change 3375197 on 2017/03/31 by Graeme.Thornton
Enable pak index encryption in shootergame
Change 3375377 on 2017/03/31 by Ben.Marsh
Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries".
Change 3376418 on 2017/04/03 by Ben.Marsh
BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build.
Change 3376447 on 2017/04/03 by Ben.Marsh
Build: Remove some unused stream settings
Change 3376469 on 2017/04/03 by Ben.Marsh
Build: Add a customizable field for the script to use for custom builds in every branch.
Change 3376654 on 2017/04/03 by Ben.Marsh
Add a fatal error message containing the module with an outstanding reference when trying to unload it.
#jira UE-42423
Change 3376747 on 2017/04/03 by Gil.Gribb
UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL.
Change 3377173 on 2017/04/03 by Ben.Marsh
Make sure callstacks are written to stdout following a crash on a background thread.
Change 3377183 on 2017/04/03 by Ben.Marsh
Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument).
Change 3377280 on 2017/04/03 by Ben.Marsh
Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/...
Change 3377311 on 2017/04/03 by Ben.Marsh
Build: Set the 'Semaphores' parameter for any jobs started from a schedule.
Change 3377326 on 2017/04/03 by Ben.Marsh
UGS: Show badges which match an entire subtree if the project field ends with "...".
Change 3377392 on 2017/04/03 by Ben.Marsh
Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them.
Change 3377895 on 2017/04/03 by Ben.Marsh
EC: Send notification emails whenever UAT fails to compile.
Change 3377923 on 2017/04/03 by Ben.Marsh
Build: Use a different semaphore for the common editors build target to the incremental compile build target.
Change 3378297 on 2017/04/04 by Graeme.Thornton
Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT
Change 3378301 on 2017/04/04 by Ben.Marsh
UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes.
Change 3378460 on 2017/04/04 by Graeme.Thornton
Remove dependency preloading system from sync and async loading paths
Change 3378535 on 2017/04/04 by Robert.Manuszewski
Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324
#jira UE-43544
Change 3378575 on 2017/04/04 by Robert.Manuszewski
Making sure actor clusters are not created in non-cooked builds
#jira UE-43617
#jira UE-43614
Change 3378589 on 2017/04/04 by Robert.Manuszewski
Disabling debug GC cluster logging
#jira UE-43617
Change 3379118 on 2017/04/04 by Robert.Manuszewski
Disabling actor clustering by default, keeping it on in Orion and Ocean
Change 3379815 on 2017/04/04 by Ben.Marsh
Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures.
Change 3380811 on 2017/04/05 by Gil.Gribb
UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it.
Change 3383313 on 2017/04/06 by Uriel.Doyon
Integrated CL 3372436 3372765 3373272 from Dev-Rendering
#JIRA UE-43669
Change 3383531 on 2017/04/06 by Ben.Marsh
UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory.
Change 3383786 on 2017/04/06 by Ben.Zeigler
Back out changelist 3382694 and replace with CL #3383757 from bob.tellez:
Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing
Change 3385089 on 2017/04/07 by Gil.Gribb
UE4 - Critical. Fixed memory leak in pak precacher.
[CL 3386123 by Ben Marsh in Main branch]
2017-04-10 11:00:33 -04:00
*/
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3805092)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3623004 by Ben.Marsh
Fix RemoteExecutor not taking the remote machine specs into account.
Change 3623172 by Ben.Marsh
UGS: Fix "More Info..." button not using P4 server override.
Change 3628820 by Ben.Marsh
PR #3979: Get working directory from task element, not tool node (Contributed by nullbus)
Change 3630424 by Graeme.Thornton
Make the AES key parameter const in FAES::EncryptData()
Change 3632786 by Steve.Robb
FString constructor fixed to not take an ignored void* parameter, which can be misleading.
Change 3639534 by Ben.Marsh
Remove old P4.NET library. Doesn't seem to be used by anything.
Change 3640536 by Steve.Robb
GitHub #4007 : Delete unnecessary specialization of MakeArrayView
#jira UE-49617
Change 3641155 by Gil.Gribb
UE4 - Speculative fix for problem with summary reading in FAsyncArchive2.
Change 3643932 by Ben.Marsh
Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument).
Change 3644825 by Ben.Marsh
Use VSWHERE to find the location of MsBuild.exe, if available.
https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645
Change 3647395 by Ben.Marsh
Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options.
Change 3650300 by Ben.Marsh
UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis.
Change 3650856 by Robert.Manuszewski
Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread
Change 3651022 by Gil.Gribb
UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher.
Change 3658331 by Steve.Robb
Fix for the parsing of large integer values.
Change 3661958 by Gil.Gribb
UE4 - Fixed rare hang in task graph.
Change 3664021 by Robert.Manuszewski
Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy
See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html
Change 3664254 by Steve.Robb
Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports.
Change 3664436 by Steve.Robb
Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads.
Change 3666461 by Graeme.Thornton
Improvements to signing/encryption key embedding and runtime access
- Changed method of embedding key into the executable to make it more secure
- Added FAESKey class to wrap a 32 byte key
Change 3666462 by Graeme.Thornton
Cut ShooterGame AES key down to 32 characters
Change 3677560 by Ben.Marsh
PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn)
Change 3683534 by Steve.Robb
Refactoring of enum/struct lookup during hot reload.
Change 3683754 by Steve.Robb
Alignment fixes to allow int64 on 32-bit platforms
Support for integral types in IsAligned.
Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types.
Some fixes to existing code.
Change 3686670 by Steve.Robb
Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS.
Change 3687540 by Ben.Marsh
Fix all UBT/UAT output going to stderr rather than stdout.
Change 3688931 by Gil.Gribb
UE4 - Critical fix for a rare race condition in the pak file async IO layer.
Change 3690000 by Graeme.Thornton
Manual copy of 4.18 CL 3687869
Make UBT include the destination INI file for a given hierarchy if it exists
Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name
Change 3690030 by Graeme.Thornton
VSCode fixes
- Source Code Accessor plugin changes. Add new interface method to open a solution at a given path
- GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for
- Various fixes for vscode project file generation
#jira UE-50554
Change 3690885 by Steve.Robb
Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>.
Change 3691052 by Steve.Robb
Free stats thread on shutdown.
Change 3695138 by Steve.Robb
AsConst helper function added.
Change 3696627 by James.Hopkin
Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr
(review-3606695)
Change 3697099 by Steve.Robb
GitHub #4105 : Removed redundant class access modifier
Change 3697154 by Steve.Robb
Removal of deprecated functions in delegates.
Mutable lambdas to can now be bound to delegates.
Change 3697180 by Steve.Robb
GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty
Change 3697239 by Steve.Robb
Allow TArray::Insert to take an array with any allocator type.
Change 3697269 by Steve.Robb
RelocateConstructItems instead of MoveConstructItems.
Change 3697558 by Steve.Robb
New _GetRef functions for TArray, which return a reference to the newly-added element.
Unit tests for these functions.
Change 3699776 by Steve.Robb
TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled.
Change 3702397 by Steve.Robb
TIsTrivial type trait.
Change 3702569 by Steve.Robb
Allow a TGuardValue to be assigned to a different type from the one being guarded.
Change 3706644 by Robert.Manuszewski
Different stack ingore count for development builds for FArchiveStackTrace
Change 3709272 by Steve.Robb
Removal of redundant UpdateVertices, which causes a race condition on the renderer thread.
Change 3709452 by Robert.Manuszewski
Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies
Change 3709454 by Robert.Manuszewski
Added command line option -NOEDL to disable EDL
Change 3709487 by Steve.Robb
Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1.
Change 3709645 by Ben.Marsh
Fix race condition between multiple instances of UBT trying to write out the XML config cache.
Change 3711193 by Ben.Marsh
Add an editor setting for the shared DDC location to use.
#jira UE-51487
Change 3713811 by Steve.Robb
Update .modules files after a hot reload.
Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks.
Pass hotreload flags around in UBT instead of relying on global state.
This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205.
#jira UE-51472
Change 3715654 by Steve.Robb
GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy.
Change 3718782 by Steve.Robb
TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called.
Change 3720830 by Steve.Robb
Initial import of TAtomic object wrapper, which guarantees atomic access to an object.
Change 3720881 by Steve.Robb
FCompression ThreadSanitizer data race fixes.
Change 3722640 by Graeme.Thornton
Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading.
#jira UE-51463
Change 3722655 by Steve.Robb
Don't null name table because it's already zeroed at startup.
Some tidy-ups.
Change 3722754 by Steve.Robb
Thread sanitizer fix.
Small typo fix.
Change 3722849 by Graeme.Thornton
Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server
Change 3723081 by Steve.Robb
TAtomic is now aligned to the underlying integer type.
TAtomic will now static assert with a better error message when given an unsupported type.
Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number.
Misc renames.
Change 3723270 by Ben.Marsh
Include /d2cgsummary argument when running UBT with -Timing.
Change 3723683 by Ben.Marsh
Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance.
Change 3725422 by Robert.Manuszewski
When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning.
Change 3725735 by Robert.Manuszewski
Making all CheckDefaultSubobjects related functions const
Change 3726167 by Steve.Robb
FMinimalName::IsNone added.
Change 3726458 by Steve.Robb
TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer.
Change 3726542 by Ben.Marsh
UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths.
Change 3726595 by Ben.Marsh
Allow building multiple game targets in the example BuildEditorAndTools.xml script.
Change 3726724 by Ben.Marsh
Fix ambiguities in calculating root directory. (GitHub #4172)
Change 3726959 by Ben.Marsh
Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does.
Change 3728437 by Steve.Robb
VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel.
Some improved documentation.
NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping.
Change 3732262 by Gil.Gribb
UE4 - Fixed rare hangs in the task graph.
Change 3732755 by Steve.Robb
Stats TSAN fixes.
Optimizations to FCycleCounter::Start() to only read the stat name once.
Change 3735000 by Robert.Manuszewski
Always preload the AssetRegistry module on startup. even if EDL is disabled.
Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert.
Change 3735292 by Robert.Manuszewski
Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates.
Change 3735332 by Steve.Robb
Refactoring of UDelegateProperty::Identical() to clarify logic.
Fixed UMulticastDelegateProperty::Identical() to compare the bound function names.
PPF_DeltaComparison removed, as it doesn't seem useful.
Change 3737960 by Graeme.Thornton
VSCode - Add launch task for generating project files for the given folder
Change 3738398 by Graeme.Thornton
Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor
#jira UE-51451
Change 3738405 by Graeme.Thornton
VSCode: Format c/cpp settings strings using comment path formatting function
Change 3738928 by Steve.Robb
Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18)
#jira UE-51842
Change 3739135 by Ben.Marsh
Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history.
#jira UE-51855
Change 3739360 by Ben.Marsh
UAT: Fix issue with P4PORT setting not being parsed correctly.
Change 3745959 by James.Hopkin
#core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types
Change 3746125 by Steve.Robb
FName ThreadSanitizer fixes.
Change 3747274 by Steve.Robb
TSAN fix for FMediaTicker::Stopping.
Change 3747618 by Steve.Robb
ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish.
Change 3747720 by Steve.Robb
ThreadSanitizer fix for FMessageRouter::Stopping.
Change 3749207 by Graeme.Thornton
First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys.
Change 3749323 by Graeme.Thornton
Fix UAT crash when only -targetplatform is specifiied
Change 3749349 by Steve.Robb
TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer.
Change 3749617 by Steve.Robb
Logf static_assert for formatting string enabled.
Change 3749897 by Steve.Robb
FDebug::LogAssertFailedMessage static assert for formatting string enabled.
Change 3754011 by Steve.Robb
Static asserts that the allocator supports move.
Move-enabled our allocators which don't support move.
Change 3754227 by Ben.Marsh
Fix build command line in generated projects missing a space before the compiler version override.
#jira UE-52226
Change 3754562 by Ben.Marsh
PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk)
Change 3755616 by Graeme.Thornton
Runtime code for using the new crypto ini files to define signing/encryption keys
#jira UE-46580
Change 3755666 by James.Hopkin
Used ImplicitConv to remove Casts being used for up-casts
#review-3745965
Change 3755671 by Graeme.Thornton
Add log message in unrealpak to say which config file system it is using for crypto keys
Change 3755672 by Graeme.Thornton
Updating ShooterGame with new CryptoKeys based security setup
Change 3756778 by Ben.Marsh
Add support for running multiple jobs simultaneously on a single builder.
When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used.
Change 3758498 by Ben.Marsh
Re-throw exceptions when a file cannot be deleted when cleaning a target.
Change 3758921 by Steve.Robb
ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access.
DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory.
Change 3760599 by Graeme.Thornton
Added missing epic header comment to some new source files
Change 3760642 by Steve.Robb
ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread.
Change 3760669 by Graeme.Thornton
Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually.
Added a test mode to the cryptokeys commandlet to test signing key generation
Change 3760711 by Steve.Robb
ThreadSanitizer fixes to GIsRenderingThreadSuspended.
Change 3760739 by Steve.Robb
ThreadSanitizer fix for FQueuedThread::TimeToDie.
Change 3760763 by Steve.Robb
ThreadSanitizer fix for GRunRenderingThreadHeartbeat.
Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread.
Change 3760793 by Steve.Robb
Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos.
Change 3760817 by Steve.Robb
ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos.
Change 3761331 by Josh.Engebretson
UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj
#jira UE-52416
Change 3761521 by Steve.Robb
ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId.
Change 3763117 by Graeme.Thornton
PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL)
Change 3763358 by Graeme.Thornton
Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes
Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path
Derived from the content of this PR:
PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang)
Change 3764058 by Graeme.Thornton
Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes
#jira UE-52359
Change 3764705 by Steve.Robb
Better handling of whitespace in ImportText_Internal() for set and map properties.
Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data).
Fix to USetProperty's temp buffer size to avoid buffer overruns.
Duplicate map keys are now skipped during import, same as USetProperty's behavior.
Change 3764731 by Steve.Robb
Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that.
Change 3765923 by Graeme.Thornton
VSCode - "taskName" -> "label" for C# build tasks
Change 3766018 by Steve.Robb
constexpr constructor for TAtomic.
Change 3766037 by Steve.Robb
Misc tidyings in HotReload.cpp.
Change 3766046 by Steve.Robb
ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local.
Change 3766288 by Steve.Robb
Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects.
Change 3766374 by Josh.Engebretson
Fix issue with ini quoted value comparison
#jira UE-52066
Change 3766532 by Josh.Engebretson
PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu)
#jira UE-46156
Change 3766740 by Steve.Robb
TMultiMap::Append added.
Change 3767523 by Steve.Robb
ThreadSanitizer fix for UE4Delegates_Private::GNextID.
Change 3767601 by Steve.Robb
ThreadSanitizer fix for FStats::GameThreadStatsFrame.
Change 3770567 by Ben.Marsh
Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives.
Change 3770826 by Ben.Marsh
Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it.
Change 3770875 by Steve.Robb
Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps.
Change 3772167 by Ben.Marsh
Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data.
Change 3772248 by Steve.Robb
ThreadSanitizer fixes to FMalloc call counters.
Change 3772383 by Ben.Marsh
Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive.
Change 3772906 by Graeme.Thornton
TextAssetCommandlet - Utility commandlet for testing/converting to text asset format
Change 3772932 by Ben.Marsh
Fix "String:" prefix not being stripped from escaped string values.
Change 3772942 by Graeme.Thornton
Add experimental setting to enable in-editor text asset format functionality
Add "export to text" option into the content browser asset actions context menu
Change 3772955 by Ben.Marsh
Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility.
Change 3772963 by Ben.Marsh
Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries.
Change 3773010 by Graeme.Thornton
Added CORE_API to FArchiveFromStructuredArchive
Gave text asset format experimental option a slightly less random tooltip comment
Change 3773057 by Ben.Marsh
Add a flag to FArchive to determine whether the archive is text (IsTextFormat()).
Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive.
Also rename FStructuredArchive::TryEnterSlot() to TryEnterField().
Change 3773118 by Steve.Robb
TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size.
Change 3773122 by Steve.Robb
TAtomic fixes for pointer arithmetic.
TSignedIntType used instead of reimplementing its own trait.
Change 3773123 by Steve.Robb
Unit tests for TAtomic.
Change 3773138 by Steve.Robb
Run numeric tests on integer types instead of basic tests.
Fix for compiler warnings when subtracting from unsigned atomics.
Change 3773166 by Steve.Robb
Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that.
Change 3774216 by Gil.Gribb
UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file.
Change 3774426 by Ben.Marsh
Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all.
See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html
Change 3774658 by Ben.Marsh
Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it.
Change 3775141 by Ben.Marsh
Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor.
Change 3775459 by Ben.Marsh
Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically.
Change 3775522 by Ben.Marsh
UGS: Treat .uproject and .uplugin files as code changes.
Change 3775597 by Ben.Marsh
Fix post-build steps for plugins not being executed.
#jira UE-52754
Change 3777895 by Graeme.Thornton
StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive
Change 3777931 by Graeme.Thornton
Refactored FArchiveUObjects serialization code into some static helpers
Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers
Change 3777942 by Graeme.Thornton
Added missing CORE_API to FStructuredArchive::FStream
Added FStructuredArchive::FSlot insertion operator for char
Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value
Change 3778084 by Graeme.Thornton
Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files
Change 3778096 by Graeme.Thornton
Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class
Change 3778389 by Josh.Engebretson
Fix an optimization issue with CPU benchmarking
Add better support for debugging/testing local rocket builds
UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html
#jira UE-52192
Change 3778701 by Josh.Engebretson
Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets
UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html
#jira UE-40317
Change 3778832 by Chad.Garyet
Adding enterprise path support for PCB's for UGS
Change 3780258 by Graeme.Thornton
TextAssetCommandlet - Accumulate timings for loading packages and saving packages
Change 3780463 by Graeme.Thornton
CryptoKeys improvements
- Enable CryptoKeys plugin by default
- Attempt to inherit settings from the old system by default
- Hide ini/index encryption settings from packaging settings and just inherit previous values into new system
Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings
Change 3780557 by Ben.Marsh
Fix LoginFlow module not being precompiled for the binary release.
Change 3780846 by Josh.Engebretson
Improve filename to long package name resolution when provided a relative path
Change 3780863 by Ben.Marsh
UAT: Add a better error message when a C# project has an invalid reference.
Change 3780911 by Ben.Marsh
Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce.
The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument.
Change 3780956 by Josh.Engebretson
Add support for ! (RemoveKey) config command to UBT
UDN Link: https://udn.unrealengine.com/questions/397267/index.html
#jira UE-52033
Change 3782957 by Robert.Manuszewski
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps.
Change 3784503 by Ben.Marsh
Optimizations for FStructuredArchive:
* Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it.
* Prevent shrinking of arrays when removing elements.
* Add an inline allocator to the scope and container stacks.
Change 3784700 by Ben.Marsh
Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front.
Change 3784989 by Ben.Marsh
Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0.
Change 3786860 by Gil.Gribb
UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely.
Change 3787159 by Ben.Marsh
Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution.
Change 3787493 by Josh.Engebretson
Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores
Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile
Fix for multiple threads parsing ini keys (PR 3995)
#PR 3995
#jira 52913
#jira 49503
Change 3787773 by Steve.Robb
Fix for missing final values from FOREACH_ENUM_ macros.
Change 3788287 by Ben.Marsh
TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique.
Change 3788678 by Ben.Marsh
Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive.
Change 3789353 by Graeme.Thornton
Removed unused/rotten modes from TextAsset commandlet.
Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing.
Change 3789396 by Ben.Marsh
Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h
Change 3789772 by Ben.Marsh
Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line.
Change 3790003 by Ben.Marsh
TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record.
Change 3790051 by Steve.Robb
PIE is disabled during a hot reload.
Hot reload in editor is disabled during PIE.
Hot reload from IDE is deferred until after PIE is exited.
Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change.
#jira UE-20357
#jira UE-52137
Change 3790709 by Steve.Robb
Better move support for TVariant.
EVariantTypes switched over to using an enum class to aid debugger visualization.
Change 3791422 by Ben.Marsh
TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time.
Change 3791489 by Graeme.Thornton
TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record
Change 3792344 by Ben.Marsh
Improvements to base64 encoding library.
* Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations.
* Added support for decoding base-64 blobs without padding marks.
* Added support for decoding into pre-allocated buffer.
* Added constexpr functions for determining the encoded and maximum decoded size of an input buffer.
* Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes).
Change 3792949 by Ben.Marsh
TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter.
Change 3794078 by Robert.Manuszewski
Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine
#jira UE-52392
Change 3794413 by Ben.Marsh
TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack.
Change 3794731 by Ben.Marsh
TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable.
Change 3795081 by Ben.Marsh
UBT: Move LinuxCommon.cs into Platform/Linux folder.
Change 3795137 by Ben.Marsh
UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property).
Change 3795247 by Ben.Marsh
Fix missing header when creating a new interface from the editor new code wizard.
#jira UE-53174
Change 3796025 by Graeme.Thornton
Fixed some deprecated "Definitions" warnings in OpenCV build files
Change 3796103 by Graeme.Thornton
Disable experimental text asset option - it does nothing useful yet.
Change 3796157 by Graeme.Thornton
Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open.
#jira UE-53206
Change 3796315 by Ben.Marsh
Move Formatter to the correct position for initializer.
#jira UE-53208
Change 3797082 by Ben.Marsh
UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT.
#jira UE-53232
Change 3799050 by Ben.Marsh
Make UnrealPak.version files writable for Mac and Linux.
Change 3801012 by Graeme.Thornton
VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory
Change 3801214 by Gil.Gribb
UE4 - Remove assert to work around minor problem with lock free lists.
#jira UE-49600
Change 3801219 by Steve.Robb
WeakObjectPtrs now warn when casting away const.
Change 3801299 by Graeme.Thornton
Fix quote issue with foreign project build tasks on PC
Change 3803292 by Graeme.Thornton
Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries
Change 3803559 by Steve.Robb
TSAN fix for FMalloc::MaxSingleAlloc.
Change 3803735 by Graeme.Thornton
Last set of cryptokeys changes
- Added some comments for editor exposed settings
- Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets"
Change 3803929 by Ben.Marsh
UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog.
Change 3624590 by Steve.Robb
AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector.
Tidy-up of existing calls to AddReferencedObjects.
Change 3629473 by Ben.Marsh
Build: Rename the option for embedding source server information in PDB files for installed engine builds.
Change 3632894 by Steve.Robb
VARARG* macros deprecated and usage replaced with variadic templates.
Change 3640704 by Steve.Robb
MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type.
Fix to TWeakObjectPtr's constructor which implicitly removed const.
Fixes to everything which didn't compile as a result.
Change 3650813 by Graeme.Thornton
Removed FStartupPackages and associated code
Change 3651000 by Ben.Marsh
Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out.
#jira UE-49980
Change 3690842 by Steve.Robb
FPlatformAtomics::AtomicRead added - needs optimizing.
AtomicRead() used in FThreadSafeCounter::GetValue().
Change 3699416 by Steve.Robb
Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator.
Improved readability of TSparseArray visualization.
Change 3720812 by Steve.Robb
Atomic functions for 8-bit and 16-bit.
Android, Linux and Switch implementations now just use the Clang implementation.
AtomicRead64 deprecated in favor of the int64* AtomicRead overload.
Change 3722698 by Steve.Robb
VS debugger visualizers for TAtomic.
Change 3732270 by Steve.Robb
Relaxed stores and loads.
Change 3749315 by Graeme.Thornton
If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform
#jira UE-52034
Change 3750657 by Josh.Engebretson
Fixed issue when debugging editor cook/package and project launch operations
#jira UE-52207
Change 3758514 by Steve.Robb
Fixes to FString::Printf having non-literals being passed as its formatting string.
Change 3763356 by Steve.Robb
ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters.
Change 3770549 by Steve.Robb
Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES.
Tidy up of existing code which uses it.
Change 3770553 by Ben.Marsh
Adding structured serialization API to Core/CoreUObject for use with text-based assets.
* FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types.
* Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Maps are string -> value dictionaries where the key names are present regardless of the build type.
* Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects.
* Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type.
* The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Includes implementations of FArchiveFormatter for binary and JSON formats.
Change 3771105 by Steve.Robb
Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS.
Fix for incorrect warning formatting on Clang platforms.
Change 3771520 by Steve.Robb
Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header.
Change 3771564 by Steve.Robb
More common macros moved to the Clang pre-setup header.
Change 3771613 by Steve.Robb
EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h.
Change 3772881 by Ben.Marsh
Add support for serializing FName and UObject through FStructuredArchive.
In order to allow custom linker behavior when serializing objects:
* The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer.
* The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table)
Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix).
Change 3772941 by Graeme.Thornton
Make build work when including StructuredArchive.h from core container types
Added standard header to new files
Add structured archive serializer for TArray
Fix bug in structured archive where containers weren't being popped from the scope stack
Change 3772972 by Ben.Marsh
Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot.
Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately.
When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields.
Change 3773006 by Ben.Marsh
Rename FStructuredArchive::FRecord::EnterSlot() to EnterField().
Change 3773013 by Steve.Robb
bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes.
Change 3774499 by Ben.Marsh
Minor fixes for FStructuredArchive related classes:
* Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types.
* FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions.
Change 3774600 by Ben.Marsh
Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data.
This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data.
Change 3789721 by Ben.Marsh
TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing.
Change 3789920 by Ben.Marsh
TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double.
#jira UECORE-364
Change 3789982 by Ben.Marsh
TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter.
Change 3792466 by Ben.Marsh
TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly.
In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations.
Change 3792935 by Ben.Marsh
TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive.
Change 3795100 by Ben.Marsh
UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer.
Change 3795106 by Ben.Marsh
Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions.
Change 3796275 by Ben.Marsh
Fix paths to Version.h includes from resource files.
Change 3800683 by Josh.Engebretson
Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format
#jira UE-50073
Change 3803545 by Steve.Robb
TWeakObjPtr const-dropping assignment fix.
Fixes to change.
[CL 3805231 by Ben Marsh in Main branch]
2017-12-12 18:32:45 -05:00
UPROPERTY ( config )
bool bEncryptPakIndex_DEPRECATED ;
2019-01-10 11:10:29 -05:00
/**
* Enable the early downloader pak file pakearly . txt
* This has been superseded by the functionality in DefaultPakFileRules . ini
*/
UPROPERTY ( config )
bool GenerateEarlyDownloaderPakFile_DEPRECATED ;
2015-02-03 16:06:53 -05:00
2015-08-18 12:34:29 -04:00
/**
2019-01-10 11:10:29 -05:00
* Don ' t include content in any editor folders when cooking . This can cause issues with missing content in cooked games if the content is being used .
*/
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3206916)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3175510 on 2016/10/26 by Josh.Adams
- New Wolf SDK support (11).
- Added new input plugin now that extra NDA is lifted
Change 3176629 on 2016/10/27 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3177232 on 2016/10/27 by Josh.Adams
- Minor comment change
Change 3177348 on 2016/10/27 by Dmitry.Rekman
Linux: default to GL4.
Change 3177523 on 2016/10/27 by Dmitry.Rekman
Linux: update libc++ to 3.9 and add AArch64.
Change 3178208 on 2016/10/28 by Daniel.Lamb
Enable multithreaded lightmap encoding.
Change 3178273 on 2016/10/28 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix crash in PS4 packaging step.
- Parallel-for accessing the same log files, causing IOException.
Change 3178573 on 2016/10/28 by Dmitry.Rekman
Linux: fix for projects not having proper version associations (UE-5954).
- Fixed by CengizT.
Change 3180487 on 2016/10/31 by Josh.Adams
Moved new file to peoper spot
Change 3180508 on 2016/10/31 by Josh.Adams
- Fixed crash on audio free for Wolf
Change 3181821 on 2016/11/01 by Josh.Adams
- Fixed ShooterGame cooking after sync from main
Change 3182469 on 2016/11/01 by Josh.Adams
- test/shipping build wolf fixes
Change 3183078 on 2016/11/02 by Josh.Adams
- Added AllDesktop back in for Windows (File | Package)
Change 3183229 on 2016/11/02 by Josh.Adams
- Fixed wrong path in JunkManifest.txt
Change 3184245 on 2016/11/02 by Dmitry.Rekman
Linux: add AArch64 (ARM64) libs.
Change 3184326 on 2016/11/02 by Dmitry.Rekman
Linux: add more files for AArch64.
Change 3184353 on 2016/11/02 by Dmitry.Rekman
Linux: Add missed AArch64 libpng.
Change 3184871 on 2016/11/03 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix broken DownloadImage blueprint node on PS4.
- Node should return a UTexture2DDynamic, otherwise the RHI assumes the data has been pre-formatted for the GPU, and we get pitch/layout issues.
#jira UE-36365
Change 3185407 on 2016/11/03 by Dmitry.Rekman
Linux: fix PhysX on AArch64.
(Edigrating 3184484 from Wombat to Dev-Platform).
Change 3187488 on 2016/11/04 by Josh.Adams
Copying //Tasks/UE4/Private-Platform-Switch to Dev-Platform-Minimal (//UE4/Dev-Platform-Minimal)
Change 3187740 on 2016/11/04 by Josh.Adams
- Re-copying the Switch files, now with proper case in the directory names
Change 3188304 on 2016/11/07 by Dan.Mahashin
- Removed deprecated functions in NVN window creation
Change 3188865 on 2016/11/07 by Luke.Thatcher
[PLATFORM] [PS4] [~] Move PS4 console input handler into engine classes from OrionGame.
- Enables console input from Sony's "Console Output" tool for all games, in debug/development builds.
#jira UE-37672
Change 3189517 on 2016/11/07 by Jeff.Campeau
Fix incorrect local platform identification in device manager.
#jira UE-38312
Change 3189897 on 2016/11/08 by Luke.Thatcher
[PLATFORM] [!] Fix width/height mismatch in DownloadImage blueprint node.
Change 3190042 on 2016/11/08 by Josh.Adams
- Fixed default and Shooter App Ids for Switch
Change 3190181 on 2016/11/08 by Joe.Barnes
[UE-37275] Split reflection capture error message into two UE_LOG()s. Line length causes truncation and line wrap on some platforms.
Change 3190185 on 2016/11/08 by Joe.Barnes
Fix another instance of UE_LOG() where the string was being truncated on Switch platform.
Change 3190272 on 2016/11/08 by Daniel.Lamb
Add file hashes to depependency tracking info.
Moved partial gc controlling code outside of the cooker.
Store cooked file hashes in cooked asset registry.
Cooked asset registry is now part of the cooker instead of chunking manifest.
#test cook paragon
Change 3190332 on 2016/11/08 by Omar.Rodriguez
Fixing issues with iOS remote notifications
* Update UPlatformGameInstance::FPlatformRegisteredForRemoteNotificationsDelegate signature so the parameter is const& which will work with BlueprintAssignable
* Fix misspelling when doing respondsToSelector check
* Update generated Xcode project to use the generated entitlements file
* Add remote-notification as a background mode
* Update the generated entitlements file contents to include APS environment for push notifications
* Added bEnableRemoteNotificationsSupport ini parameter to control whether iOS push notifications code is compiled
Change 3190391 on 2016/11/08 by Brent.Pease
UE-31739 - Crash when Deploying to iPad Air with BC4 Texture Compression Setting
(Josh's suggestion worked out of the box)
Change 3190786 on 2016/11/08 by Bart.Hawthorne
Fix some missing PLATFORM_WOLF changes to PLATFORM_SWITCH in ShooterGame
Change 3190902 on 2016/11/08 by Alicia.Cano
Allow RTTI and exceptions to be enabled for Android
#jira UE-37845
#android
Change 3190973 on 2016/11/08 by Chris.Babcock
Add ability to set element value field with new text parameter for UPL
#jira UE-37390
#PR #2869
#ue4
#upl
Change 3191411 on 2016/11/09 by Josh.Stoddard
Warn when user tries to use a shared pak reader on the wrong thread
#jira UE-38049
Change 3191635 on 2016/11/09 by Josh.Stoddard
More useful message during cook when AT9 assets fail to encode using SCE's tool
#jira UE-38053
Change 3191663 on 2016/11/09 by Peter.Sauerbrei
fix for ios build from PC
Change 3191701 on 2016/11/09 by Brent.Pease
implement iOS device logs on windows
Change 3191794 on 2016/11/09 by Daniel.Lamb
Fixed up compile error missing header file.
#test Compile editor
#jira UE-38414
Change 3191807 on 2016/11/09 by Josh.Adams
- Fixed one chage that was missed in the WolfPlat->Switch rename
Change 3191867 on 2016/11/09 by Josh.Adams
- Enabled Switch for ShooterGame project
Change 3191958 on 2016/11/09 by Jeff.Campeau
Add warning for anyone still using XP
Change 3192185 on 2016/11/09 by Josh.Adams
- Updated to SDK 0.11.12
- Added TrackLotCheckItem API to track guidelines with limits (nothing using it yet)
Change 3192241 on 2016/11/09 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3192324 on 2016/11/09 by Josh.Adams
- Worked around an issue with RunOnTarget stripping quotes around paths with spaces
#jira UE-38388
Change 3192387 on 2016/11/09 by Josh.Adams
- Updating editor icon for Switch
#jira UE-38295
Change 3192476 on 2016/11/09 by Dmitry.Rekman
Linux: put correct OpenAL lib per architecture.
(Edigrating CL 3185947 from Wombat to Dev-Platform)
Change 3192527 on 2016/11/09 by Josh.Adams
- Fixed a shadow variable warning
#jira UE-38408
Change 3192606 on 2016/11/09 by Jeff.Campeau
XP option removed
#jira UEPLAT-1542
Change 3192644 on 2016/11/09 by Josh.Adams
- Fixed a CIS error (not sure why I don't get it, but hey)
Change 3192659 on 2016/11/09 by Josh.Adams
- Fixed a crash in DeploymentServer
Change 3192672 on 2016/11/09 by Jeff.Campeau
Fix WinXP message spamming
Change 3193252 on 2016/11/10 by Josh.Adams
- Remove assertion in SwitchTextureFormat when the SDK can't be found (if you are sharing DLLs)
Change 3193756 on 2016/11/10 by Dmitry.Rekman
Linux: add support for touch events.
(Edigrating CL 3188159 from Wombat to Dev-Platform).
Change 3194297 on 2016/11/10 by Jeff.Campeau
HarfBuzz implementation for Xbox One
#jira UE-28590
Change 3194299 on 2016/11/10 by Jeff.Campeau
Pump Xbox One messaging during slow startup tasks
#jira UEPLAT-1276
Change 3194300 on 2016/11/10 by Jeff.Campeau
Use response files when building for Xbox One
#jira UEPLAT-1296
Change 3194313 on 2016/11/11 by Jeff.Campeau
Stop uploading symbols on the first error
Show a more detailed error message if symbol uploading fails
Add a command line option to disable upload of symbols
#1852
#jira UE-24425
Change 3194327 on 2016/11/11 by Jeff.Campeau
Deduplicate Xbox One build.cs setup for several modules
#jira UE-37540
Change 3194402 on 2016/11/11 by Dmitry.Rekman
Linux: do not apply mouse workaround unnecessarily.
- Only matters when there is more than one window.
(Edigrating 3194399 from Wombat to Dev-Platform).
Change 3194434 on 2016/11/11 by Dan.Mahashin
- Ported fix CL 3193690: Add workaround to file I/O error about ResultInvalidCurrentMemory when reloading levels - remove uncached attribute during memory pool finalization
Change 3194569 on 2016/11/11 by Daniel.Lamb
Fixed issue with CreateLinker failing to return LinkerLoad but creating a UPackage which can't be cleaned up.
Change 3194570 on 2016/11/11 by Daniel.Lamb
Fix for DiffSerializeArchive not using the correct archive when saving packages.
#test Cook paragon
Change 3194571 on 2016/11/11 by Daniel.Lamb
Make sure dependent packages are valid before using them.
Added FastBuildCookRun bat file for paragon testing.
#test Cook Paragon
Change 3194575 on 2016/11/11 by Daniel.Lamb
Reworked a warning for the cooker.
Change 3194698 on 2016/11/11 by Daniel.Lamb
Skip skin verify only runs on build machines now.
Saves paragon cook time.
Change 3194699 on 2016/11/11 by Daniel.Lamb
Changed the wording of skip editor content setting so it's more clear.
#test none
Change 3194702 on 2016/11/11 by Daniel.Lamb
Potential fix for default materials not being in chunk zero.
#test run ps4 cooked build paragon
Change 3194711 on 2016/11/11 by Alicia.Cano
Allow RTTI and exceptions to be enabled for Android
Allow RTTI to be enabled for IOS, Mac
#jira UE-37845, UE-20314
#android
#ios
#mac
Change 3194956 on 2016/11/11 by Josh.Adams
- Removed the crash with unknown socket error code, left in the warning
Change 3195028 on 2016/11/11 by Dmitry.Rekman
Linux: repair launch on.
(Edigrating 3194384 from //UE4/Private-Wombat/... to //UE4/Dev-Platform/...)
Change 3195041 on 2016/11/11 by Dmitry.Rekman
Linux: support selecting architectures per project.
(Edigrating 3192783 from Wombat to Dev-Platform).
Change 3195058 on 2016/11/11 by Dmitry.Rekman
Linux: fix code to determine number of cores.
- ARM topology seems not to be in line with the assumptions made by x86-centric code.
(Merging 3184632 from Wombat to Dev-Platform).
Change 3195082 on 2016/11/11 by Josh.Adams
- Fixed name of packaged Switch builds to have the config in it (Shipping, etc)
#jira UE-38394
Change 3195151 on 2016/11/11 by Bart.Hawthorne
- Add game server settings to project settings to connect to the actual game server, instead of the debug login
- Use the system software dialog box to show error codes for login failures
Change 3195153 on 2016/11/11 by Josh.Adams
- Fixed copy and paste logs errors
Change 3195156 on 2016/11/11 by Josh.Adams
- Fixed some default values, especially for save games (uses their default of 4MB size)
- Added some LotCheck write tracking
Change 3195285 on 2016/11/11 by Jeff.Campeau
Fix HarfBuzz warning on Xbox One
Change 3195477 on 2016/11/11 by Josh.Adams
- Fixed up some IsGameOnly calls
#jira UE-37575
Change 3195490 on 2016/11/11 by Dmitry.Rekman
UAT: fix CIS (removed old variables).
Change 3195724 on 2016/11/11 by Josh.Adams
- Final fix for name of .nsp (content only projects in Shipping config, etc)
#jira UE-38394
Change 3195755 on 2016/11/11 by Josh.Adams
- Made translucent Switch icons
Change 3195771 on 2016/11/11 by Josh.Adams
- Fixed some Switch "space in path" issues
#jira UE-38393
Change 3195801 on 2016/11/11 by Josh.Adams
- Handle making sure the save is completed before we shutdown
#jira UE-38215
Change 3196593 on 2016/11/14 by Michael.Trepka
Implemented Info string in AvfMedia for display in Media Player Editor
#jira UE-35386
Change 3196782 on 2016/11/14 by Josh.Adams
- Added a comment for a workaround
Change 3196784 on 2016/11/14 by Michael.Trepka
Alembic importer for Mac
#jira UE-37708
Change 3196901 on 2016/11/14 by Alicia.Cano
ADB over wifi fails to deploy on Launch on.
#jira UE-37957
#android
Change 3197055 on 2016/11/14 by Josh.Adams
- Fixed BinnedAllocator crash that happened with PoisonProxy and large allocations with large alignment
Change 3197059 on 2016/11/14 by Josh.Adams
- Removed some stat code with no STATS
Change 3197066 on 2016/11/14 by Josh.Adams
- Fixed the generic growableallocator to not free metadata before it's used for stats, and cleaned up a couple minor things
Change 3197176 on 2016/11/14 by Josh.Adams
- Added some helper scripts to switch in and out of debug mode on Switch
Change 3197183 on 2016/11/14 by Bart.Hawthorne
Error dialog fixes based on peer review feedback from JoshA
Change 3197339 on 2016/11/14 by Josh.Adams
Allow -htcs on the commandline now to override disabling Htcs in packaged builds
Change 3197401 on 2016/11/14 by Josh.Adams
- Fixed the Switch package installation script to remove the path of the package, since it causes problems with spaces, and also it makes the script less portable!
#jira UE-38556
Change 3197691 on 2016/11/14 by Dmitry.Rekman
Linux: save added devices.
(Edigrating 3196529 from Wombat to Dev-Platform).
Change 3197854 on 2016/11/15 by Dan.Mahashin
- MemoryProfiler2: fixed Switch parser file path in the csproj
Change 3197960 on 2016/11/15 by Dan.Mahashin
- NVN RHITransitionResources() directly uses a barrier instead of relying on CopyToResolveTarget() side effect (UE-33834)
Change 3198488 on 2016/11/15 by Bart.Hawthorne
Submit missing NoRedist/DefaultEngine.ini file
Change 3198970 on 2016/11/15 by Michael.Trepka
Don't try to use installed Mono 4.6 on Mac as it's known to have issues on macOS 10.12 (for example building the editor with UBT often fails with Mono running out of file desriptors)
Change 3199050 on 2016/11/15 by Daniel.Lamb
Some more output to help track down iterative cooking scenarios
#test Cook paragon
Change 3199097 on 2016/11/15 by Josh.Adams
- Fixed up Switch packaging to re-generate the meta data in case it changed since compile time (esp with content only projects
- Fixed default Program Id in code
- Fixed a problem with Run with a space in the path
#jira UE-38608
Change 3199181 on 2016/11/15 by Dmitry.Rekman
Fix CIS (compiling LinuxTargetDevice without engine).
Change 3199253 on 2016/11/15 by Dmitry.Rekman
Hopeful fix for a static analysis warning.
Change 3199325 on 2016/11/15 by Joe.Barnes
Start a new CommandBuffer immediately upon ending one. Prevents fetching when there's no CommandBuffer. Needed for Loading Screen movie playback.
Change 3199814 on 2016/11/15 by Dmitry.Rekman
Linux: remove forced -windowed when launching.
(Merging CL 3199789 from Wombat to Dev-Platform)
Change 3200580 on 2016/11/16 by Josh.Adams
Updasted DeploymentServer
Change 3200595 on 2016/11/16 by Joe.Barnes
Removed inadvertent SleepThread() when starting movie playback.
Change 3200604 on 2016/11/16 by Josh.Adams
- Added NN_MIDDLEWARE macros to tag ths apps as using UE4 middleware
Change 3200632 on 2016/11/16 by Brent.Pease
Update PlatformShowcase with latest tests
Change 3200704 on 2016/11/16 by Dmitry.Rekman
Linux: fix native compilation.
Change 3200711 on 2016/11/16 by Brent.Pease
- Support ios audio streaming from disk
- Flushed out ADPCMAudioInfo to be more flexible with buffer management in addition to support streaming from disk. This should make more code platform independent.
+ Other platforms should work fine but will need to be updated to use the new buffer flexability (and hence simplify their own code and buffer management)
- IOS audio implementation simplified to use new ADPCMAudioInfo functionality
- Fixed adpcm seamless looping
NOTE: While everything works with my testing (admittedly simple tests) a little more code cleanup needs to happen...
Change 3201015 on 2016/11/16 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3201023 on 2016/11/16 by Josh.Stoddard
Fix splash screen assignment for iPad
#jira UE-38623
Change 3201215 on 2016/11/16 by Brent.Pease
Hopefully final fix for build breakage
Change 3201259 on 2016/11/16 by Josh.Adams
- Removed the clock rate settings from the Project Settings, and the cvars - it was just confusing
- Further improved the metadata recreation during packaging (can get rid of the temp meta/desc files now I believe)
- Reduced audio pool alignment to not waste massive memory from it
Change 3202332 on 2016/11/17 by Daniel.Lamb
Changed build scripts to support iterative cooking
#test Ran new build scripts
Change 3202371 on 2016/11/17 by Michael.Trepka
Changed FAppleHttpResponse::GetContentLength to return expected content size instead of payload size so it's consistent with other implementations
#jira UE-38392
Change 3202421 on 2016/11/17 by Michael.Trepka
Decrease the number of max open files for a thread on Apple platforms from 256 to 192 to leave more file descriptors to Cocoa
#jira UE-18343
Change 3202462 on 2016/11/17 by Michael.Trepka
Fixed HTTP If-None-Match response code on Mac and iOS
Fixed by iktomi, https://answers.unrealengine.com/questions/492514/http-if-none-match-logic-isnt-working-on-mac-due-t.html
#jira UE-36317
Change 3202620 on 2016/11/17 by Daniel.Lamb
Fixed issue with some objects being garbage collected which shouldn't be because the collection handler didn't get registered.
Commandlets now do not always have GIsRequestingExit true.
Made crash handler check for commandlets running and exit appropriately.
#test Rebuild lighting QAGame
Change 3202955 on 2016/11/17 by Daniel.Lamb
Add support for clearing all the cached cooked platform data for a platform when requested.
#test cook QA game
#jira UE-38361
Change 3202983 on 2016/11/17 by Daniel.Lamb
Added support to rebuild lightmaps commandlet for building lightmaps in seperate files.
#test rebuild lighting Custom QAGame maps.
#jira OR-31907
Change 3203128 on 2016/11/17 by Josh.Adams
- Fixed split screen user selection in ShooterGame (brought over some changes from NickD for it as well)
Change 3203537 on 2016/11/18 by Dmitry.Rekman
Fix ProjectWorldToScreen node for letterboxed viewports.
(Merging CL 3201546 from Wombat to Dev-Platform).
Change 3203540 on 2016/11/18 by Dmitry.Rekman
Linux: be more verbose when setting vblank sync.
(Merging CL 3199633 from Private-Wombat to Dev-Platform).
Change 3203599 on 2016/11/18 by Dmitry.Rekman
Speedup bForceCompilationAtStartup=True when nothing changed (UE-37067).
- PR #2849: Contributed by slonopotamus.
Change 3203610 on 2016/11/18 by Dmitry.Rekman
Add CEF support for Linux (UE-6743).
Change 3203615 on 2016/11/18 by Dmitry.Rekman
Linux: fix bootstrap script so it is independent of working dir (UE-37016).
- PR #2842 contributed by slonopotamus
Change 3203645 on 2016/11/18 by Dmitry.Rekman
Linux: fix UnrealCEFSubProcess.
Change 3203658 on 2016/11/18 by Dmitry.Rekman
Remove hard-coded paths to mono binary (UE-35228).
- Another way to implement pull request #2741.
Change 3203770 on 2016/11/18 by Josh.Adams
- Brought over some changes from Dev-Core to not crash in AsyncLoading with debug code
Change 3204244 on 2016/11/18 by Dmitry.Rekman
Unsuppress mistakenly suppressed warnings and fix one more (UE-38788).
Change 3204277 on 2016/11/18 by Brent.Pease
+ Fix seamless looping bug found on Dan's QAGame test
+ Fix static analyzer warning (which was a real bug with uncompressed streaming)
+ Code review feedback from Aaron
+ Small addition from channel sync ios bug fix
Change 3204576 on 2016/11/18 by Omar.Rodriguez
Expose the bEnableRemoteNotificationsSupport ini setting in the iOS project settings.
Change 3204629 on 2016/11/18 by Chris.Babcock
Fix case of VulkanSwapChain.h #include
#jira UE-38843
#ue4
#vulkan
Change 3204708 on 2016/11/18 by Josh.Adams
- Set SwitchMoviePlayer to include the libs from the proper directory
Change 3204730 on 2016/11/18 by Josh.Adams
- Changed a check to a checkf to narrow down why FMaterialUniformExpressionType::GetTypeMap().FindRef(TypeName) is returning nullptr on tvOS
Change 3204865 on 2016/11/18 by Brent.Pease
+ Turn off ios console logs on Windows to help sort through ios packaging and launch-on issues - This is NOT a fix but it should make it easier to track down the problem with it off.
Change 3204883 on 2016/11/18 by Dmitry.Rekman
Linux: fix native LaunchOn (UE-38616).
Change 3204914 on 2016/11/18 by Brent.Pease
+ Turn off the device check to prevent it from conflicting with remote packaging/launch-on
Change 3204940 on 2016/11/18 by Josh.Adams
Backing out changes to the profiler for Switch. Shouldn't have checked it in today during smoke
Change 3204952 on 2016/11/18 by Dmitry.Rekman
Linux: fix bootstrap script (UE-38851).
- Caused by UE-37016.
Change 3205630 on 2016/11/21 by Brent.Pease
+ Fix audio sound queuing bug by ensuring audio buffers are not reused by different sound source objects.
+ Cleaned up the locking mechanism around stopping sound sources to make its intent and function are clear
+ Cleaned up memory tracking and freeing.
#jira ue-38846
Change 3205787 on 2016/11/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
[CL 3206922 by Josh Adams in Main branch]
2016-11-21 20:27:58 -05:00
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Exclude editor content when cooking " ) )
2015-08-18 12:34:29 -04:00
bool bSkipEditorContent ;
2018-02-22 11:25:06 -05:00
/**
2019-01-10 11:10:29 -05:00
* Don ' t include movies by default when staging / packaging
* Specific movies can be specified below , and this can be in a platform ini
2018-02-22 11:25:06 -05:00
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Exclude movie files when staging " ) )
bool bSkipMovies ;
2019-01-10 11:10:29 -05:00
/**
* If SkipMovies is true , these specific movies will still be added to the . pak file ( if using a . pak file ; otherwise they ' re copied as individual files )
* This should be the name with no extension
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Specific movies to Package " ) )
TArray < FString > UFSMovies ;
/**
* If SkipMovies is true , these specific movies will be copied when packaging your project , but are not supposed to be part of the . pak file
* This should be the name with no extension
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Specific movies to Copy " ) )
TArray < FString > NonUFSMovies ;
/**
* If set , only these specific pak files will be compressed . This should take the form of " *pakchunk0* "
* This can be set in a platform - specific ini file
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay )
TArray < FString > CompressedChunkWildcard ;
2019-10-09 04:54:01 -04:00
/** List of ini file keys to strip when packaging */
UPROPERTY ( config , EditAnywhere , Category = Packaging )
TArray < FString > IniKeyBlacklist ;
/** List of ini file sections to strip when packaging */
UPROPERTY ( config , EditAnywhere , Category = Packaging )
TArray < FString > IniSectionBlacklist ;
2019-01-10 11:10:29 -05:00
/**
* List of specific files to include with GenerateEarlyDownloaderPakFile
*/
UPROPERTY ( config )
TArray < FString > EarlyDownloaderPakFileFiles_DEPRECATED ;
2015-02-03 16:06:53 -05:00
/**
* List of maps to include when no other map list is specified on commandline
*/
2016-04-07 12:59:50 -04:00
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " List of maps to include in a packaged build " , RelativeToGameContentDir , LongPackageName ) )
2015-02-03 16:06:53 -05:00
TArray < FFilePath > MapsToCook ;
2014-05-29 17:38:00 -04:00
/**
* Directories containing . uasset files that should always be cooked regardless of whether they ' re referenced by anything in your project
2020-10-29 13:38:15 -04:00
* These paths are stored either as a full package path ( e . g . / Game / Folder , / Engine / Folder , / PluginName / Folder ) or as a relative package path from / Game
2014-05-29 17:38:00 -04:00
*/
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden
#rb
============================
MAJOR FEATURES & CHANGES
============================
Change 4007876 by Ben.Zeigler
Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller
The player starts with 0 souls, but I hooked up the + on the souls display to grant 50
Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup
Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design
Change 4008251 by Mieszko.Zielinski
PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist)
Also addresses #jira UE-57869
Change 4008530 by Ben.Zeigler
Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue
Change 4008694 by Ben.Zeigler
Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie
This option is disabled by default because game-specific tick functions may be doing unsafe slate operations
Change 4008698 by Ben.Zeigler
Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that
This depends on engine tick working from the loading movie, a feature I just added
Change 4008699 by Ben.Zeigler
Add SaveGame flag to gameplay tags so they can be used for native save systems
Change 4008941 by Ben.Zeigler
Hook up Fireball using new functions that allow applying an effect container spec from a projectile
Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next
Rename some ability functions to make them shorter
Change 4008943 by Dan.Oconnor
Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text
#jira UE-56478
Change 4010465 by Marc.Audy
Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels.
Change 4010508 by Marc.Audy
PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist)
#jira UE-57775
Change 4010845 by Dan.Oconnor
Avoid crashing trying to serialize a subobject that was create outside of a transaction
#jira UE-57419
Change 4012148 by Phillip.Kavan
PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel.
#jira UE-55988
Change 4012393 by mason.seay
Test BP with 512 components
Change 4015966 by mason.seay
Updated BP to add split pin debugging
Change 4016110 by Marc.Audy
(4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que)
#jira UE-58009
Change 4016447 by Phillip.Kavan
Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class.
#jira UE-52372
Change 4016463 by Phillip.Kavan
CIS fix - back out changelist 4016447 (temp)
Change 4017382 by Dan.Oconnor
Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker
Change 4020602 by paulo.souza
Lighting improvements and optmizations
Change 4020638 by paulo.souza
Icons and launch screens on mobile (Android and iOS)
Change 4021340 by Ben.Zeigler
Fix Map/Set add comments to be accurate, the return value was removed
Change 4021392 by Ben.Zeigler
#jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup
Change 4021480 by mason.seay
Reorganized comments and nodes
Change 4025794 by mason.seay
Cleared all watches
Change 4026141 by Mieszko.Zielinski
Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4
In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user:
https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html
#jira none
Change 4027427 by Dan.Oconnor
Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector
#jira UE-58115
Change 4027434 by Ben.Zeigler
Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them
Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO
Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended
Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games
Change 4028656 by Ben.Zeigler
Added comments and cleaned up ActionRPG code, done with primary features
Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this
Add inventory interface that is used instead of having character explicitly cast to player controller
Change 4029079 by paulo.souza
Fixes to camera rotation when using the AutoMode + UI changes
Change 4030066 by Phillip.Kavan
Message (interface) call nodes no longer display the skeleton class name in the node subtitle.
Change summary:
- Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries.
#jira nojira
Change 4031843 by Jim.Brown
Action RPG Game full UI overhaul.
Goals:
- new layout and art
- consolidate view to center of screen
- make buttons appear more like interactible objects
- update button placement for reach and usability
- art pass for consistency of visual language (color, iconography, style)
Still to do:
- polish on some of the icons (temp art in several places)
- audio pass
- environment pass
- scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock)
Change 4033889 by Fred.Kimberley
Fixed some watches that were incorrectly displayed as not in scope.
Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged.
Change 4033921 by Fred.Kimberley
Remove unnecessary cast and unused variable.
Change 4034094 by Phillip.Kavan
Moved the Blueprint bookmarks feature out from under the experimental settings flag.
Change 4035553 by Marc.Audy
Remove unneeded UFUNCTION declaration
#jira UE-58030
Change 4035588 by Jim.Brown
RPG Game:
- Fixed a couple weapon icons (from temp art to more final version for review)
- Created 1st pass audio for Guardian enemies (attack, death, roar, swing)
- added reeeeeeeaally temp environmental audio (WIP)
- Started on audio for Spider creature (not in engine yet)
Change 4036698 by Phillip.Kavan
When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step.
Change summary:
- Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking.
- Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping.
#jira UE-52853
Change 4038454 by Marc.Audy
Remove unneeded validation code for old UC state system
Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class.
Change 4038487 by Jim.Brown
RPG Game:
- Icon work (still a couple placeholder, but almost done!)
- Audio pass on Guardian creature
- started audio on Spider creature (WIP)
Change 4040374 by Phillip.Kavan
When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play.
Change summary:
- Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump.
- Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review).
#jira UE-52853
Change 4040727 by Ben.Zeigler
Ability blueprint fixes
Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0
Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo
Added some comments
Change 4040812 by Fred.Kimberley
Fix errors and warnings in blueprint editor tests.
This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html).
Change 4041001 by Ben.Zeigler
Hook up skill cooldown to ui, bump cooldown to 2 seconds
Change 4041021 by Marc.Audy
PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist)
#jira UE-46077
#jira UE-58379
Change 4041038 by Fred.Kimberley
Remove UFUNCTION macros in overridden functions to fix build errors.
Change 4041671 by Fred.Kimberley
Added calls to delegates when a periodic effect executes a final time as it is being removed.
PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87)
Change 4041792 by Dan.Oconnor
Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer
#jira None
Change 4041796 by Dan.Oconnor
SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164
#jira UE-53734
Change 4041886 by Phillip.Kavan
Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled.
Change summary:
- Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks.
- Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged().
- Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes.
- Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize().
- Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor.
#jira UE-42333
Change 4042215 by Marc.Audy
Copy fix for depth of field in to Dev-Framework
#author Allan.Bentham
Change 4042732 by Marc.Audy
Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set
#jira UE-53965
Change 4042796 by Ben.Zeigler
#jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled
Change 4042943 by Jim.Brown
RPG Game:
- replaced all existing audio
- set up audio for all animations / matinee
- will need some polish when real audio comes in, but placeholder is good reference. :)
Change 4043287 by Ben.Zeigler
#jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none
#jira UE-57224 Fix it so pasting is correctly validated for soft object properties
Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal
Change 4043396 by Dan.Oconnor
Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped
#jira UE-58290
Change 4043708 by paulo.souza
Enemy progression intial commit + cleanups
Change 4045083 by Phillip.Kavan
Don't allow new bookmarks to be added when the name field is empty.
#jira UE-58220
Change 4045504 by Phillip.Kavan
The search bar is now functional in the Blueprint Bookmarks view.
#jira UE-58421
Change 4045516 by Phillip.Kavan
Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup).
#jira UE-55596
Change 4046707 by Jim.Brown
Action RPG Game
Guardians:
- Removed delay before grunts attack (so they don't just stand there anymore)
- Replaced idle animation with idle animation (was a scream, which they did every time they were idle)
HUD:
- Fixed skill meter not animating properly
- Added pulsing reminder around skill button when it's ready and hasn't been used
Character: (WIP)
- Fixed missing anim notify in Attack02
- Added missing notify (and sound) in a couple attacks
- reduced forward movement component of first couple attacks in combo move
Change 4046868 by Dan.Oconnor
Reparent blueprints before replacing references when using the 'delete and replace references' tool
#jira UE-57355
Change 4047012 by Jose.Gonzalez
Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate.
Change 4047018 by Jose.Gonzalez
Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets
Change 4047089 by paulo.souza
Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics
Change 4049741 by Jim.Brown
Action RPG Game:
- Set up Wave intro/outro screen
- Added a some audio stingers (legal approved, no need to replace)
- Content (music) file organization
Change 4050235 by Jim.Brown
Action RPG:
- Set up blocking volumes throughout entire map
- aligned all volumes on major grid lines
- turned off collision on all exterior rock meshes
- full rebuild
(should improve perf, collision, and pathing)
Change 4050440 by paulo.souza
Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions
Change 4050910 by paulo.souza
Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera
Change 4050920 by paulo.souza
Action RPG Game: Wave start and finish screen animation timing fix/polishing
Change 4050921 by paulo.souza
Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode
Change 4052161 by Jose.Gonzalez
Added player character efforts.
Adjusted soundcues for VO that plays during slow downs.
Added anims to support different sounds for mana/health potions
#jira UE-58598
Change 4052932 by Dan.Oconnor
Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant
#jira UE-58605
Change 4053179 by Jim.Brown
Action RPG Game:
- New front end (background, logo, buttons, animations)
- Updated HUD/UI with new art to match updated front end.
Change 4053187 by Marc.Audy
Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism.
Fix latent dynamic force feedback effects not updating their values when instructed to.
#jira UE-55921
Change 4053423 by Jose.Gonzalez
Added Guardian footsteps and concurrency rules for them.
Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check.
Added sword swings, adjusted volume per anim.
Added power up for Firewave.
Added Player Character footsteps.
Added whoosh for slo-mo meteors.
#jira UE-58598
Change 4053769 by Phillip.Kavan
Remove associated local bookmarks when Blueprint assets are deleted.
Change summary:
- Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only).
- Added FBlueprintEditorUtils::RemoveAllLocalBookmarks().
#jira UE-55606
Change 4053771 by Phillip.Kavan
CIS fix (failed P4 resolve)
Change 4053849 by Jose.Gonzalez
Spider large steps added, adjusted all anims and added them in the anims they weren't in.
Character collapse added.
Began work on Intro audio (creature sounds and timing)
#jira UE-58598
Change 4054042 by Jose.Gonzalez
Added Health and Mana cues, they now have seperate anims per item.
Added all Guardian VO, setup sequences and anims with matching audio.
Hammer and Axe swings added.
Level up cue added, adjusted anim.
Guardian swings and impacts added
#jira UE-58598
Change 4054375 by Marc.Audy
Ensure only that instanced IsEditorOnly components are displayed in the IWCE window
#jira UE-57954
Change 4054518 by Phillip.Kavan
For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion.
#jira UE-58738
Change 4054777 by Ben.Zeigler
#jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong
Change 4054796 by Fred.Kimberley
Improved watch window.
- shows watches from multiple blueprints.
- better indication of instances being debugged vs watches that aren't currently valid
Change 4055112 by Fred.Kimberley
PR #4273: Expose AIController public properties to BP (Contributed by Allar)
#jira UE-53007
Change 4055126 by Dan.Oconnor
Fix shadow variable
#jira UE-58763
Change 4055253 by paulo.souza
Action RPG Game - Fixes:
Player can die properly;
Should not be able to buy Souls;
Margins for the iPhoneX notch;
Change 4055279 by Fred.Kimberley
Added a helper function to make it easier to query containers for the presence of a single tag.
PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren)
#jira UE-57128
Change 4055511 by Ben.Zeigler
Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert
Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered
Change 4055981 by Jose.Gonzalez
Spider completed
#jira UE-58598
Change 4056011 by Jim.Brown
RPG Game:
- Fixed textures that weren't power of 2 for mobile
- Updated main menu screens with better lighting/resolution
- lighting tweaks to main level
- Gameplay balance tweaks (should be a bit more difficult now)
- more enemies per wave
- tighter distribution of enemy levels
- Differentiated enemies:
- Lvl 1 enemies are smaller w/ red effects
- Lvl 2 enemies are same size with yellow effects
- Lvl 3 enemies are larger with purplish effects
- Added effects to lvl 3 enemy's weapon (torch)
- Fixed color distrubution and transparency across buttons on the HUD
- Fixed button text eating input from buttons
- maybe some other stuff I forgot. :P
Change 4056192 by Dan.Oconnor
Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal
#jira None
Change 4056224 by Fred.Kimberley
Revert CL 4040812 for this file only. This change was not meant to be checked in.
#jira UE-58785
Change 4056239 by Marc.Audy
Components correctly display again.
Sprite components of Instanced components do appear. Can't solve that for now.
#jira UE-58747
Change 4056390 by Fred.Kimberley
Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called.
#jira UE-56986
Change 4056397 by Fred.Kimberley
Fix several minor issues with the watch window.
- Switched to more user friendly names for the instances being debugged
- Support copy and paste of multiple lines in the watch window
- Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged.
#jira UE-55707, UE-58273, UE-58703
Change 4056410 by Michael.Noland
Core: Added FUNC_Const to FUNC_FuncInherit
Change 4056515 by Phillip.Kavan
Fix crash on load during serialization of function entry nodes if the generated class is not yet available.
#jira UE-58783
Change 4056530 by Jose.Gonzalez
Set up soundclasses for all soundcues.
PSMs for Potions, Abilities, Slomo, and Enemy
#jira UE-58598
Change 4056552 by Ben.Zeigler
#jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values
Change 4056554 by Ben.Zeigler
Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds
Change 4056558 by paulo.souza
Action RPG:
- Fixed weapon switching bug
- Added more time to play the game (added per wave)
- AnimBP now resets to idle animation when in Inventory mode
Change 4056634 by Ben.Zeigler
Stop error spam about loading null items
Change 4056638 by Ben.Zeigler
Cleaned up GameInstance handling of loading screens
Delete some unused assets and consolidate a physical material
Change 4056640 by Michael.Noland
PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar)
#jira UE-51273
Change 4056641 by Michael.Noland
PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar)
#jira UE-51293
Change 4056642 by Michael.Noland
PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56)
Change 4056644 by Michael.Noland
PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl)
Change 4056645 by Michael.Noland
PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist)
#jira UE-57273
Change 4056646 by Michael.Noland
Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified
PR #4687: (Contributed by projectgheist)
#jira UE-58082
Change 4056659 by Michael.Noland
PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed)
Change 4056662 by Michael.Noland
PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly)
#jira UE-58158, UE-58096
Change 4056664 by Michael.Noland
PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar)
#jira UE-51291
Change 4056665 by Michael.Noland
PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist)
Change 4056696 by Michael.Noland
PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar)
#jira UE-51292
Change 4056716 by Michael.Noland
PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits)
Change 4056720 by Michael.Noland
PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon)
Change 4056723 by Michael.Noland
PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron)
Change 4056744 by paulo.souza
Action RPG:
- Fixed null referenced assets
- Reinstated the "Add Souls" button (for QA)
- Reduced some UI images max cook resolution
Change 4056745 by Jose.Gonzalez
UI and Ambient sounds added
#jira UE-58598
Change 4057038 by Jim.Brown
RPG Game:
- Fixed broken title screen
Change 4057043 by Jim.Brown
RPG Game:
- Lowered footstep volume
Change 4057071 by Jim.Brown
RPG Game: fixed broken logo/title widget
Change 4057079 by Michael.Noland
Blueprints: Fixing a static analysis error in the watch window
Change 4057112 by Jim.Brown
RPG Game: updated logo (downsized from 2048 to 1024 and improved quality)
Change 4057201 by Jim.Brown
RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances.
Change 4057245 by Jim.Brown
RPG Game: Lowered pitch of sword swing
Change 4057443 by Marc.Audy
Property counts will be different in cooked and uncooked builds due to the editor only properties
Change 4057515 by Jim.Brown
Action RPG:
- Replaced background image in main menu with much higher quality art
- Removed dynamic spotlight that was causing perf hitch in main map
- Added slight animation to damage number pops
- Audio tweaks
Change 4020341 by Phillip.Kavan
(Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- Restored 4016447.
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods.
- Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion.
#jira UE-52372
Change 4024137 by Ben.Zeigler
Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions
Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum
Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo
Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags
Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code
Change 4035540 by Marc.Audy
Make UWidget::IsHovered virtual
Change 4043467 by Ben.Zeigler
#jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories
#jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654
These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI
[CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -04:00
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Additional Asset Directories to Cook " , LongPackageName ) )
2014-05-29 17:38:00 -04:00
TArray < FDirectoryPath > DirectoriesToAlwaysCook ;
2015-08-18 12:34:29 -04:00
/**
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden
#rb
============================
MAJOR FEATURES & CHANGES
============================
Change 4007876 by Ben.Zeigler
Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller
The player starts with 0 souls, but I hooked up the + on the souls display to grant 50
Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup
Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design
Change 4008251 by Mieszko.Zielinski
PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist)
Also addresses #jira UE-57869
Change 4008530 by Ben.Zeigler
Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue
Change 4008694 by Ben.Zeigler
Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie
This option is disabled by default because game-specific tick functions may be doing unsafe slate operations
Change 4008698 by Ben.Zeigler
Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that
This depends on engine tick working from the loading movie, a feature I just added
Change 4008699 by Ben.Zeigler
Add SaveGame flag to gameplay tags so they can be used for native save systems
Change 4008941 by Ben.Zeigler
Hook up Fireball using new functions that allow applying an effect container spec from a projectile
Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next
Rename some ability functions to make them shorter
Change 4008943 by Dan.Oconnor
Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text
#jira UE-56478
Change 4010465 by Marc.Audy
Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels.
Change 4010508 by Marc.Audy
PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist)
#jira UE-57775
Change 4010845 by Dan.Oconnor
Avoid crashing trying to serialize a subobject that was create outside of a transaction
#jira UE-57419
Change 4012148 by Phillip.Kavan
PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel.
#jira UE-55988
Change 4012393 by mason.seay
Test BP with 512 components
Change 4015966 by mason.seay
Updated BP to add split pin debugging
Change 4016110 by Marc.Audy
(4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que)
#jira UE-58009
Change 4016447 by Phillip.Kavan
Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class.
#jira UE-52372
Change 4016463 by Phillip.Kavan
CIS fix - back out changelist 4016447 (temp)
Change 4017382 by Dan.Oconnor
Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker
Change 4020602 by paulo.souza
Lighting improvements and optmizations
Change 4020638 by paulo.souza
Icons and launch screens on mobile (Android and iOS)
Change 4021340 by Ben.Zeigler
Fix Map/Set add comments to be accurate, the return value was removed
Change 4021392 by Ben.Zeigler
#jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup
Change 4021480 by mason.seay
Reorganized comments and nodes
Change 4025794 by mason.seay
Cleared all watches
Change 4026141 by Mieszko.Zielinski
Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4
In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user:
https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html
#jira none
Change 4027427 by Dan.Oconnor
Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector
#jira UE-58115
Change 4027434 by Ben.Zeigler
Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them
Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO
Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended
Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games
Change 4028656 by Ben.Zeigler
Added comments and cleaned up ActionRPG code, done with primary features
Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this
Add inventory interface that is used instead of having character explicitly cast to player controller
Change 4029079 by paulo.souza
Fixes to camera rotation when using the AutoMode + UI changes
Change 4030066 by Phillip.Kavan
Message (interface) call nodes no longer display the skeleton class name in the node subtitle.
Change summary:
- Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries.
#jira nojira
Change 4031843 by Jim.Brown
Action RPG Game full UI overhaul.
Goals:
- new layout and art
- consolidate view to center of screen
- make buttons appear more like interactible objects
- update button placement for reach and usability
- art pass for consistency of visual language (color, iconography, style)
Still to do:
- polish on some of the icons (temp art in several places)
- audio pass
- environment pass
- scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock)
Change 4033889 by Fred.Kimberley
Fixed some watches that were incorrectly displayed as not in scope.
Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged.
Change 4033921 by Fred.Kimberley
Remove unnecessary cast and unused variable.
Change 4034094 by Phillip.Kavan
Moved the Blueprint bookmarks feature out from under the experimental settings flag.
Change 4035553 by Marc.Audy
Remove unneeded UFUNCTION declaration
#jira UE-58030
Change 4035588 by Jim.Brown
RPG Game:
- Fixed a couple weapon icons (from temp art to more final version for review)
- Created 1st pass audio for Guardian enemies (attack, death, roar, swing)
- added reeeeeeeaally temp environmental audio (WIP)
- Started on audio for Spider creature (not in engine yet)
Change 4036698 by Phillip.Kavan
When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step.
Change summary:
- Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking.
- Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping.
#jira UE-52853
Change 4038454 by Marc.Audy
Remove unneeded validation code for old UC state system
Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class.
Change 4038487 by Jim.Brown
RPG Game:
- Icon work (still a couple placeholder, but almost done!)
- Audio pass on Guardian creature
- started audio on Spider creature (WIP)
Change 4040374 by Phillip.Kavan
When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play.
Change summary:
- Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump.
- Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review).
#jira UE-52853
Change 4040727 by Ben.Zeigler
Ability blueprint fixes
Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0
Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo
Added some comments
Change 4040812 by Fred.Kimberley
Fix errors and warnings in blueprint editor tests.
This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html).
Change 4041001 by Ben.Zeigler
Hook up skill cooldown to ui, bump cooldown to 2 seconds
Change 4041021 by Marc.Audy
PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist)
#jira UE-46077
#jira UE-58379
Change 4041038 by Fred.Kimberley
Remove UFUNCTION macros in overridden functions to fix build errors.
Change 4041671 by Fred.Kimberley
Added calls to delegates when a periodic effect executes a final time as it is being removed.
PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87)
Change 4041792 by Dan.Oconnor
Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer
#jira None
Change 4041796 by Dan.Oconnor
SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164
#jira UE-53734
Change 4041886 by Phillip.Kavan
Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled.
Change summary:
- Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks.
- Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged().
- Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes.
- Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize().
- Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor.
#jira UE-42333
Change 4042215 by Marc.Audy
Copy fix for depth of field in to Dev-Framework
#author Allan.Bentham
Change 4042732 by Marc.Audy
Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set
#jira UE-53965
Change 4042796 by Ben.Zeigler
#jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled
Change 4042943 by Jim.Brown
RPG Game:
- replaced all existing audio
- set up audio for all animations / matinee
- will need some polish when real audio comes in, but placeholder is good reference. :)
Change 4043287 by Ben.Zeigler
#jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none
#jira UE-57224 Fix it so pasting is correctly validated for soft object properties
Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal
Change 4043396 by Dan.Oconnor
Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped
#jira UE-58290
Change 4043708 by paulo.souza
Enemy progression intial commit + cleanups
Change 4045083 by Phillip.Kavan
Don't allow new bookmarks to be added when the name field is empty.
#jira UE-58220
Change 4045504 by Phillip.Kavan
The search bar is now functional in the Blueprint Bookmarks view.
#jira UE-58421
Change 4045516 by Phillip.Kavan
Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup).
#jira UE-55596
Change 4046707 by Jim.Brown
Action RPG Game
Guardians:
- Removed delay before grunts attack (so they don't just stand there anymore)
- Replaced idle animation with idle animation (was a scream, which they did every time they were idle)
HUD:
- Fixed skill meter not animating properly
- Added pulsing reminder around skill button when it's ready and hasn't been used
Character: (WIP)
- Fixed missing anim notify in Attack02
- Added missing notify (and sound) in a couple attacks
- reduced forward movement component of first couple attacks in combo move
Change 4046868 by Dan.Oconnor
Reparent blueprints before replacing references when using the 'delete and replace references' tool
#jira UE-57355
Change 4047012 by Jose.Gonzalez
Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate.
Change 4047018 by Jose.Gonzalez
Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets
Change 4047089 by paulo.souza
Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics
Change 4049741 by Jim.Brown
Action RPG Game:
- Set up Wave intro/outro screen
- Added a some audio stingers (legal approved, no need to replace)
- Content (music) file organization
Change 4050235 by Jim.Brown
Action RPG:
- Set up blocking volumes throughout entire map
- aligned all volumes on major grid lines
- turned off collision on all exterior rock meshes
- full rebuild
(should improve perf, collision, and pathing)
Change 4050440 by paulo.souza
Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions
Change 4050910 by paulo.souza
Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera
Change 4050920 by paulo.souza
Action RPG Game: Wave start and finish screen animation timing fix/polishing
Change 4050921 by paulo.souza
Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode
Change 4052161 by Jose.Gonzalez
Added player character efforts.
Adjusted soundcues for VO that plays during slow downs.
Added anims to support different sounds for mana/health potions
#jira UE-58598
Change 4052932 by Dan.Oconnor
Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant
#jira UE-58605
Change 4053179 by Jim.Brown
Action RPG Game:
- New front end (background, logo, buttons, animations)
- Updated HUD/UI with new art to match updated front end.
Change 4053187 by Marc.Audy
Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism.
Fix latent dynamic force feedback effects not updating their values when instructed to.
#jira UE-55921
Change 4053423 by Jose.Gonzalez
Added Guardian footsteps and concurrency rules for them.
Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check.
Added sword swings, adjusted volume per anim.
Added power up for Firewave.
Added Player Character footsteps.
Added whoosh for slo-mo meteors.
#jira UE-58598
Change 4053769 by Phillip.Kavan
Remove associated local bookmarks when Blueprint assets are deleted.
Change summary:
- Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only).
- Added FBlueprintEditorUtils::RemoveAllLocalBookmarks().
#jira UE-55606
Change 4053771 by Phillip.Kavan
CIS fix (failed P4 resolve)
Change 4053849 by Jose.Gonzalez
Spider large steps added, adjusted all anims and added them in the anims they weren't in.
Character collapse added.
Began work on Intro audio (creature sounds and timing)
#jira UE-58598
Change 4054042 by Jose.Gonzalez
Added Health and Mana cues, they now have seperate anims per item.
Added all Guardian VO, setup sequences and anims with matching audio.
Hammer and Axe swings added.
Level up cue added, adjusted anim.
Guardian swings and impacts added
#jira UE-58598
Change 4054375 by Marc.Audy
Ensure only that instanced IsEditorOnly components are displayed in the IWCE window
#jira UE-57954
Change 4054518 by Phillip.Kavan
For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion.
#jira UE-58738
Change 4054777 by Ben.Zeigler
#jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong
Change 4054796 by Fred.Kimberley
Improved watch window.
- shows watches from multiple blueprints.
- better indication of instances being debugged vs watches that aren't currently valid
Change 4055112 by Fred.Kimberley
PR #4273: Expose AIController public properties to BP (Contributed by Allar)
#jira UE-53007
Change 4055126 by Dan.Oconnor
Fix shadow variable
#jira UE-58763
Change 4055253 by paulo.souza
Action RPG Game - Fixes:
Player can die properly;
Should not be able to buy Souls;
Margins for the iPhoneX notch;
Change 4055279 by Fred.Kimberley
Added a helper function to make it easier to query containers for the presence of a single tag.
PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren)
#jira UE-57128
Change 4055511 by Ben.Zeigler
Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert
Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered
Change 4055981 by Jose.Gonzalez
Spider completed
#jira UE-58598
Change 4056011 by Jim.Brown
RPG Game:
- Fixed textures that weren't power of 2 for mobile
- Updated main menu screens with better lighting/resolution
- lighting tweaks to main level
- Gameplay balance tweaks (should be a bit more difficult now)
- more enemies per wave
- tighter distribution of enemy levels
- Differentiated enemies:
- Lvl 1 enemies are smaller w/ red effects
- Lvl 2 enemies are same size with yellow effects
- Lvl 3 enemies are larger with purplish effects
- Added effects to lvl 3 enemy's weapon (torch)
- Fixed color distrubution and transparency across buttons on the HUD
- Fixed button text eating input from buttons
- maybe some other stuff I forgot. :P
Change 4056192 by Dan.Oconnor
Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal
#jira None
Change 4056224 by Fred.Kimberley
Revert CL 4040812 for this file only. This change was not meant to be checked in.
#jira UE-58785
Change 4056239 by Marc.Audy
Components correctly display again.
Sprite components of Instanced components do appear. Can't solve that for now.
#jira UE-58747
Change 4056390 by Fred.Kimberley
Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called.
#jira UE-56986
Change 4056397 by Fred.Kimberley
Fix several minor issues with the watch window.
- Switched to more user friendly names for the instances being debugged
- Support copy and paste of multiple lines in the watch window
- Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged.
#jira UE-55707, UE-58273, UE-58703
Change 4056410 by Michael.Noland
Core: Added FUNC_Const to FUNC_FuncInherit
Change 4056515 by Phillip.Kavan
Fix crash on load during serialization of function entry nodes if the generated class is not yet available.
#jira UE-58783
Change 4056530 by Jose.Gonzalez
Set up soundclasses for all soundcues.
PSMs for Potions, Abilities, Slomo, and Enemy
#jira UE-58598
Change 4056552 by Ben.Zeigler
#jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values
Change 4056554 by Ben.Zeigler
Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds
Change 4056558 by paulo.souza
Action RPG:
- Fixed weapon switching bug
- Added more time to play the game (added per wave)
- AnimBP now resets to idle animation when in Inventory mode
Change 4056634 by Ben.Zeigler
Stop error spam about loading null items
Change 4056638 by Ben.Zeigler
Cleaned up GameInstance handling of loading screens
Delete some unused assets and consolidate a physical material
Change 4056640 by Michael.Noland
PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar)
#jira UE-51273
Change 4056641 by Michael.Noland
PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar)
#jira UE-51293
Change 4056642 by Michael.Noland
PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56)
Change 4056644 by Michael.Noland
PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl)
Change 4056645 by Michael.Noland
PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist)
#jira UE-57273
Change 4056646 by Michael.Noland
Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified
PR #4687: (Contributed by projectgheist)
#jira UE-58082
Change 4056659 by Michael.Noland
PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed)
Change 4056662 by Michael.Noland
PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly)
#jira UE-58158, UE-58096
Change 4056664 by Michael.Noland
PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar)
#jira UE-51291
Change 4056665 by Michael.Noland
PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist)
Change 4056696 by Michael.Noland
PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar)
#jira UE-51292
Change 4056716 by Michael.Noland
PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits)
Change 4056720 by Michael.Noland
PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon)
Change 4056723 by Michael.Noland
PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron)
Change 4056744 by paulo.souza
Action RPG:
- Fixed null referenced assets
- Reinstated the "Add Souls" button (for QA)
- Reduced some UI images max cook resolution
Change 4056745 by Jose.Gonzalez
UI and Ambient sounds added
#jira UE-58598
Change 4057038 by Jim.Brown
RPG Game:
- Fixed broken title screen
Change 4057043 by Jim.Brown
RPG Game:
- Lowered footstep volume
Change 4057071 by Jim.Brown
RPG Game: fixed broken logo/title widget
Change 4057079 by Michael.Noland
Blueprints: Fixing a static analysis error in the watch window
Change 4057112 by Jim.Brown
RPG Game: updated logo (downsized from 2048 to 1024 and improved quality)
Change 4057201 by Jim.Brown
RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances.
Change 4057245 by Jim.Brown
RPG Game: Lowered pitch of sword swing
Change 4057443 by Marc.Audy
Property counts will be different in cooked and uncooked builds due to the editor only properties
Change 4057515 by Jim.Brown
Action RPG:
- Replaced background image in main menu with much higher quality art
- Removed dynamic spotlight that was causing perf hitch in main map
- Added slight animation to damage number pops
- Audio tweaks
Change 4020341 by Phillip.Kavan
(Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- Restored 4016447.
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods.
- Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion.
#jira UE-52372
Change 4024137 by Ben.Zeigler
Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions
Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum
Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo
Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags
Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code
Change 4035540 by Marc.Audy
Make UWidget::IsHovered virtual
Change 4043467 by Ben.Zeigler
#jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories
#jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654
These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI
[CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -04:00
* Directories containing . uasset files that should never be cooked even if they are referenced by your project
2020-10-29 13:38:15 -04:00
* These paths are stored either as a full package path ( e . g . / Game / Folder , / Engine / Folder , / PluginName / Folder ) or as a relative package path from / Game
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden
#rb
============================
MAJOR FEATURES & CHANGES
============================
Change 4007876 by Ben.Zeigler
Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller
The player starts with 0 souls, but I hooked up the + on the souls display to grant 50
Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup
Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design
Change 4008251 by Mieszko.Zielinski
PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist)
Also addresses #jira UE-57869
Change 4008530 by Ben.Zeigler
Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue
Change 4008694 by Ben.Zeigler
Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie
This option is disabled by default because game-specific tick functions may be doing unsafe slate operations
Change 4008698 by Ben.Zeigler
Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that
This depends on engine tick working from the loading movie, a feature I just added
Change 4008699 by Ben.Zeigler
Add SaveGame flag to gameplay tags so they can be used for native save systems
Change 4008941 by Ben.Zeigler
Hook up Fireball using new functions that allow applying an effect container spec from a projectile
Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next
Rename some ability functions to make them shorter
Change 4008943 by Dan.Oconnor
Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text
#jira UE-56478
Change 4010465 by Marc.Audy
Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels.
Change 4010508 by Marc.Audy
PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist)
#jira UE-57775
Change 4010845 by Dan.Oconnor
Avoid crashing trying to serialize a subobject that was create outside of a transaction
#jira UE-57419
Change 4012148 by Phillip.Kavan
PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel.
#jira UE-55988
Change 4012393 by mason.seay
Test BP with 512 components
Change 4015966 by mason.seay
Updated BP to add split pin debugging
Change 4016110 by Marc.Audy
(4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que)
#jira UE-58009
Change 4016447 by Phillip.Kavan
Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class.
#jira UE-52372
Change 4016463 by Phillip.Kavan
CIS fix - back out changelist 4016447 (temp)
Change 4017382 by Dan.Oconnor
Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker
Change 4020602 by paulo.souza
Lighting improvements and optmizations
Change 4020638 by paulo.souza
Icons and launch screens on mobile (Android and iOS)
Change 4021340 by Ben.Zeigler
Fix Map/Set add comments to be accurate, the return value was removed
Change 4021392 by Ben.Zeigler
#jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup
Change 4021480 by mason.seay
Reorganized comments and nodes
Change 4025794 by mason.seay
Cleared all watches
Change 4026141 by Mieszko.Zielinski
Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4
In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user:
https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html
#jira none
Change 4027427 by Dan.Oconnor
Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector
#jira UE-58115
Change 4027434 by Ben.Zeigler
Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them
Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO
Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended
Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games
Change 4028656 by Ben.Zeigler
Added comments and cleaned up ActionRPG code, done with primary features
Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this
Add inventory interface that is used instead of having character explicitly cast to player controller
Change 4029079 by paulo.souza
Fixes to camera rotation when using the AutoMode + UI changes
Change 4030066 by Phillip.Kavan
Message (interface) call nodes no longer display the skeleton class name in the node subtitle.
Change summary:
- Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries.
#jira nojira
Change 4031843 by Jim.Brown
Action RPG Game full UI overhaul.
Goals:
- new layout and art
- consolidate view to center of screen
- make buttons appear more like interactible objects
- update button placement for reach and usability
- art pass for consistency of visual language (color, iconography, style)
Still to do:
- polish on some of the icons (temp art in several places)
- audio pass
- environment pass
- scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock)
Change 4033889 by Fred.Kimberley
Fixed some watches that were incorrectly displayed as not in scope.
Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged.
Change 4033921 by Fred.Kimberley
Remove unnecessary cast and unused variable.
Change 4034094 by Phillip.Kavan
Moved the Blueprint bookmarks feature out from under the experimental settings flag.
Change 4035553 by Marc.Audy
Remove unneeded UFUNCTION declaration
#jira UE-58030
Change 4035588 by Jim.Brown
RPG Game:
- Fixed a couple weapon icons (from temp art to more final version for review)
- Created 1st pass audio for Guardian enemies (attack, death, roar, swing)
- added reeeeeeeaally temp environmental audio (WIP)
- Started on audio for Spider creature (not in engine yet)
Change 4036698 by Phillip.Kavan
When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step.
Change summary:
- Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking.
- Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping.
#jira UE-52853
Change 4038454 by Marc.Audy
Remove unneeded validation code for old UC state system
Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class.
Change 4038487 by Jim.Brown
RPG Game:
- Icon work (still a couple placeholder, but almost done!)
- Audio pass on Guardian creature
- started audio on Spider creature (WIP)
Change 4040374 by Phillip.Kavan
When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play.
Change summary:
- Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump.
- Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review).
#jira UE-52853
Change 4040727 by Ben.Zeigler
Ability blueprint fixes
Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0
Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo
Added some comments
Change 4040812 by Fred.Kimberley
Fix errors and warnings in blueprint editor tests.
This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html).
Change 4041001 by Ben.Zeigler
Hook up skill cooldown to ui, bump cooldown to 2 seconds
Change 4041021 by Marc.Audy
PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist)
#jira UE-46077
#jira UE-58379
Change 4041038 by Fred.Kimberley
Remove UFUNCTION macros in overridden functions to fix build errors.
Change 4041671 by Fred.Kimberley
Added calls to delegates when a periodic effect executes a final time as it is being removed.
PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87)
Change 4041792 by Dan.Oconnor
Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer
#jira None
Change 4041796 by Dan.Oconnor
SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164
#jira UE-53734
Change 4041886 by Phillip.Kavan
Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled.
Change summary:
- Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks.
- Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged().
- Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes.
- Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize().
- Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor.
#jira UE-42333
Change 4042215 by Marc.Audy
Copy fix for depth of field in to Dev-Framework
#author Allan.Bentham
Change 4042732 by Marc.Audy
Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set
#jira UE-53965
Change 4042796 by Ben.Zeigler
#jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled
Change 4042943 by Jim.Brown
RPG Game:
- replaced all existing audio
- set up audio for all animations / matinee
- will need some polish when real audio comes in, but placeholder is good reference. :)
Change 4043287 by Ben.Zeigler
#jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none
#jira UE-57224 Fix it so pasting is correctly validated for soft object properties
Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal
Change 4043396 by Dan.Oconnor
Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped
#jira UE-58290
Change 4043708 by paulo.souza
Enemy progression intial commit + cleanups
Change 4045083 by Phillip.Kavan
Don't allow new bookmarks to be added when the name field is empty.
#jira UE-58220
Change 4045504 by Phillip.Kavan
The search bar is now functional in the Blueprint Bookmarks view.
#jira UE-58421
Change 4045516 by Phillip.Kavan
Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup).
#jira UE-55596
Change 4046707 by Jim.Brown
Action RPG Game
Guardians:
- Removed delay before grunts attack (so they don't just stand there anymore)
- Replaced idle animation with idle animation (was a scream, which they did every time they were idle)
HUD:
- Fixed skill meter not animating properly
- Added pulsing reminder around skill button when it's ready and hasn't been used
Character: (WIP)
- Fixed missing anim notify in Attack02
- Added missing notify (and sound) in a couple attacks
- reduced forward movement component of first couple attacks in combo move
Change 4046868 by Dan.Oconnor
Reparent blueprints before replacing references when using the 'delete and replace references' tool
#jira UE-57355
Change 4047012 by Jose.Gonzalez
Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate.
Change 4047018 by Jose.Gonzalez
Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets
Change 4047089 by paulo.souza
Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics
Change 4049741 by Jim.Brown
Action RPG Game:
- Set up Wave intro/outro screen
- Added a some audio stingers (legal approved, no need to replace)
- Content (music) file organization
Change 4050235 by Jim.Brown
Action RPG:
- Set up blocking volumes throughout entire map
- aligned all volumes on major grid lines
- turned off collision on all exterior rock meshes
- full rebuild
(should improve perf, collision, and pathing)
Change 4050440 by paulo.souza
Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions
Change 4050910 by paulo.souza
Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera
Change 4050920 by paulo.souza
Action RPG Game: Wave start and finish screen animation timing fix/polishing
Change 4050921 by paulo.souza
Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode
Change 4052161 by Jose.Gonzalez
Added player character efforts.
Adjusted soundcues for VO that plays during slow downs.
Added anims to support different sounds for mana/health potions
#jira UE-58598
Change 4052932 by Dan.Oconnor
Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant
#jira UE-58605
Change 4053179 by Jim.Brown
Action RPG Game:
- New front end (background, logo, buttons, animations)
- Updated HUD/UI with new art to match updated front end.
Change 4053187 by Marc.Audy
Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism.
Fix latent dynamic force feedback effects not updating their values when instructed to.
#jira UE-55921
Change 4053423 by Jose.Gonzalez
Added Guardian footsteps and concurrency rules for them.
Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check.
Added sword swings, adjusted volume per anim.
Added power up for Firewave.
Added Player Character footsteps.
Added whoosh for slo-mo meteors.
#jira UE-58598
Change 4053769 by Phillip.Kavan
Remove associated local bookmarks when Blueprint assets are deleted.
Change summary:
- Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only).
- Added FBlueprintEditorUtils::RemoveAllLocalBookmarks().
#jira UE-55606
Change 4053771 by Phillip.Kavan
CIS fix (failed P4 resolve)
Change 4053849 by Jose.Gonzalez
Spider large steps added, adjusted all anims and added them in the anims they weren't in.
Character collapse added.
Began work on Intro audio (creature sounds and timing)
#jira UE-58598
Change 4054042 by Jose.Gonzalez
Added Health and Mana cues, they now have seperate anims per item.
Added all Guardian VO, setup sequences and anims with matching audio.
Hammer and Axe swings added.
Level up cue added, adjusted anim.
Guardian swings and impacts added
#jira UE-58598
Change 4054375 by Marc.Audy
Ensure only that instanced IsEditorOnly components are displayed in the IWCE window
#jira UE-57954
Change 4054518 by Phillip.Kavan
For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion.
#jira UE-58738
Change 4054777 by Ben.Zeigler
#jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong
Change 4054796 by Fred.Kimberley
Improved watch window.
- shows watches from multiple blueprints.
- better indication of instances being debugged vs watches that aren't currently valid
Change 4055112 by Fred.Kimberley
PR #4273: Expose AIController public properties to BP (Contributed by Allar)
#jira UE-53007
Change 4055126 by Dan.Oconnor
Fix shadow variable
#jira UE-58763
Change 4055253 by paulo.souza
Action RPG Game - Fixes:
Player can die properly;
Should not be able to buy Souls;
Margins for the iPhoneX notch;
Change 4055279 by Fred.Kimberley
Added a helper function to make it easier to query containers for the presence of a single tag.
PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren)
#jira UE-57128
Change 4055511 by Ben.Zeigler
Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert
Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered
Change 4055981 by Jose.Gonzalez
Spider completed
#jira UE-58598
Change 4056011 by Jim.Brown
RPG Game:
- Fixed textures that weren't power of 2 for mobile
- Updated main menu screens with better lighting/resolution
- lighting tweaks to main level
- Gameplay balance tweaks (should be a bit more difficult now)
- more enemies per wave
- tighter distribution of enemy levels
- Differentiated enemies:
- Lvl 1 enemies are smaller w/ red effects
- Lvl 2 enemies are same size with yellow effects
- Lvl 3 enemies are larger with purplish effects
- Added effects to lvl 3 enemy's weapon (torch)
- Fixed color distrubution and transparency across buttons on the HUD
- Fixed button text eating input from buttons
- maybe some other stuff I forgot. :P
Change 4056192 by Dan.Oconnor
Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal
#jira None
Change 4056224 by Fred.Kimberley
Revert CL 4040812 for this file only. This change was not meant to be checked in.
#jira UE-58785
Change 4056239 by Marc.Audy
Components correctly display again.
Sprite components of Instanced components do appear. Can't solve that for now.
#jira UE-58747
Change 4056390 by Fred.Kimberley
Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called.
#jira UE-56986
Change 4056397 by Fred.Kimberley
Fix several minor issues with the watch window.
- Switched to more user friendly names for the instances being debugged
- Support copy and paste of multiple lines in the watch window
- Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged.
#jira UE-55707, UE-58273, UE-58703
Change 4056410 by Michael.Noland
Core: Added FUNC_Const to FUNC_FuncInherit
Change 4056515 by Phillip.Kavan
Fix crash on load during serialization of function entry nodes if the generated class is not yet available.
#jira UE-58783
Change 4056530 by Jose.Gonzalez
Set up soundclasses for all soundcues.
PSMs for Potions, Abilities, Slomo, and Enemy
#jira UE-58598
Change 4056552 by Ben.Zeigler
#jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values
Change 4056554 by Ben.Zeigler
Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds
Change 4056558 by paulo.souza
Action RPG:
- Fixed weapon switching bug
- Added more time to play the game (added per wave)
- AnimBP now resets to idle animation when in Inventory mode
Change 4056634 by Ben.Zeigler
Stop error spam about loading null items
Change 4056638 by Ben.Zeigler
Cleaned up GameInstance handling of loading screens
Delete some unused assets and consolidate a physical material
Change 4056640 by Michael.Noland
PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar)
#jira UE-51273
Change 4056641 by Michael.Noland
PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar)
#jira UE-51293
Change 4056642 by Michael.Noland
PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56)
Change 4056644 by Michael.Noland
PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl)
Change 4056645 by Michael.Noland
PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist)
#jira UE-57273
Change 4056646 by Michael.Noland
Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified
PR #4687: (Contributed by projectgheist)
#jira UE-58082
Change 4056659 by Michael.Noland
PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed)
Change 4056662 by Michael.Noland
PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly)
#jira UE-58158, UE-58096
Change 4056664 by Michael.Noland
PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar)
#jira UE-51291
Change 4056665 by Michael.Noland
PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist)
Change 4056696 by Michael.Noland
PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar)
#jira UE-51292
Change 4056716 by Michael.Noland
PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits)
Change 4056720 by Michael.Noland
PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon)
Change 4056723 by Michael.Noland
PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron)
Change 4056744 by paulo.souza
Action RPG:
- Fixed null referenced assets
- Reinstated the "Add Souls" button (for QA)
- Reduced some UI images max cook resolution
Change 4056745 by Jose.Gonzalez
UI and Ambient sounds added
#jira UE-58598
Change 4057038 by Jim.Brown
RPG Game:
- Fixed broken title screen
Change 4057043 by Jim.Brown
RPG Game:
- Lowered footstep volume
Change 4057071 by Jim.Brown
RPG Game: fixed broken logo/title widget
Change 4057079 by Michael.Noland
Blueprints: Fixing a static analysis error in the watch window
Change 4057112 by Jim.Brown
RPG Game: updated logo (downsized from 2048 to 1024 and improved quality)
Change 4057201 by Jim.Brown
RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances.
Change 4057245 by Jim.Brown
RPG Game: Lowered pitch of sword swing
Change 4057443 by Marc.Audy
Property counts will be different in cooked and uncooked builds due to the editor only properties
Change 4057515 by Jim.Brown
Action RPG:
- Replaced background image in main menu with much higher quality art
- Removed dynamic spotlight that was causing perf hitch in main map
- Added slight animation to damage number pops
- Audio tweaks
Change 4020341 by Phillip.Kavan
(Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- Restored 4016447.
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods.
- Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion.
#jira UE-52372
Change 4024137 by Ben.Zeigler
Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions
Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum
Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo
Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags
Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code
Change 4035540 by Marc.Audy
Make UWidget::IsHovered virtual
Change 4043467 by Ben.Zeigler
#jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories
#jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654
These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI
[CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -04:00
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Directories to never cook " , LongPackageName ) )
2015-08-18 12:34:29 -04:00
TArray < FDirectoryPath > DirectoriesToNeverCook ;
2020-10-29 13:38:15 -04:00
/**
* Directories containing . uasset files that are for editor testing purposes and should not be included in
* enumerations of all packages in a root directory , because they will cause errors on load
* These paths are stored either as a full package path ( e . g . / Game / Folder , / Engine / Folder , / PluginName / Folder ) or as a relative package path from / Game
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Test directories to not search " , LongPackageName ) )
TArray < FDirectoryPath > TestDirectoriesToNotSearch ;
2014-05-29 17:38:00 -04:00
/**
* Directories containing files that should always be added to the . pak file ( if using a . pak file ; otherwise they ' re copied as individual files )
* This is used to stage additional files that you manually load via the UFS ( Unreal File System ) file IO API
* Note : These paths are relative to your project Content directory
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Additional Non-Asset Directories to Package " , RelativeToGameContentDir ) )
TArray < FDirectoryPath > DirectoriesToAlwaysStageAsUFS ;
/**
* Directories containing files that should always be copied when packaging your project , but are not supposed to be part of the . pak file
* This is used to stage additional files that you manually load without using the UFS ( Unreal File System ) file IO API , eg , third - party libraries that perform their own internal file IO
* Note : These paths are relative to your project Content directory
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Additional Non-Asset Directories To Copy " , RelativeToGameContentDir ) )
2014-10-27 17:53:23 -04:00
TArray < FDirectoryPath > DirectoriesToAlwaysStageAsNonUFS ;
2014-08-01 10:42:38 -04:00
Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main
#lockdown Nick.Penwarden
#rb none
Change 3720210 on 2017/10/25 by Olaf.Piesche
Fixing dynamic material params for ribbons
#!codereview scott.kennedy
#!rb none
#!tests scott's test ribbon
Change 3720073 on 2017/10/25 by robomerge
#!ROBOMERGE-AUTHOR: frank.fella
Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it.
#!Tests Minion automated tests no longer crash randomly.
#!rb SimonT
#!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3719233 on 2017/10/25 by robomerge
#!ROBOMERGE-AUTHOR: philip.buuck
[OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead).
#!rb Matt.Schembari
#!tests PIE
[QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death
#!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3718474 on 2017/10/25 by Yannick.Lange
Niagara: Only show isolate menu items on track context menu if it is a system.
Rename "Isolate toggle" to "Isolated".
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3718095 on 2017/10/25 by Yannick.Lange
Niagara: Fix crash when not having dynamic parameter in material.
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3718069 on 2017/10/25 by Yannick.Lange
Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression.
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3717545 on 2017/10/24 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Removed read / write locks from PipelineStateCache.
#!rb Andrew.Grant, Gil.Gribb
#!test paragon ps4.
#!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3716928 on 2017/10/24 by Shaun.Kime
The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime.
#!rb olaf.piesche, simon.tovey
#!fyi olaf.piesche, simon.tovey, frank.fella
#!tests am now able to run Test_minionWave on PS4
Change 3715712 on 2017/10/24 by Yannick.Lange
Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf".
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3715430 on 2017/10/23 by Shaun.Kime
Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it.
#!rb none
#!fyi simon.tovey
#!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime
Change 3715368 on 2017/10/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main)
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3715226 on 2017/10/23 by Shaun.Kime
Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's.
#!rb none
#!fyi simon.tovey, olaf.piesche, frank.fella
#!tests ran in PIE
Change 3714645 on 2017/10/23 by Yannick.Lange
Niagara: Add ability to create particle system from this emitter in content browser.
#!rb Shaun.Kime
#!tests n/a
Change 3714200 on 2017/10/23 by Olaf.Piesche
Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target
#!codereview simon
#!rb none
#!tests Orion Niagara assets
Change 3713341 on 2017/10/23 by Yannick.Lange
Niagara: Fix NiagaraNodeIF output pins cannot be deleted.
Fix NiagaraNodeIF output pins cannot be renamed.
#!jira UE-50193
#!jira UE-50193
#!rb Shaun.Kime
#!tests n/a
Change 3713133 on 2017/10/23 by Yannick.Lange
Niagara: Isolate emitters in sequencer UI.
- Added being able to extend the sequencer track context menu with a delegate.
- Added entry in track context menu to toggle the selected emitters isolation state.
- Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters.
#!rb Shaun.Kime
#!tests n/a
Change 3712445 on 2017/10/22 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
UVScale, UniformAorBFloat, and LinearColorAlongVector added.
#!rb none
#!tests new autotest added
#!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3712420 on 2017/10/21 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1.
#!rb none
[CODEREVIEW] frank.fella
[FYI] simon.tovey, olaf.piesche, wyeth.johnson
#!tests created an emitter, disabled Acceleration Force.. still compiled.
#!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3711602 on 2017/10/20 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like:
LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData
#!jira UE-51511
#!rb Simon.Tovey
#!tests n/a
#!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3711288 on 2017/10/20 by robomerge
#!ROBOMERGE-AUTHOR: eric.ketchum
[Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work
#!rb: None
#!tests: PIE
[CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime
#!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3711197 on 2017/10/20 by Olaf.Piesche
Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly
#!rb none
#!tests minion projectile ribbon trail
Change 3710634 on 2017/10/20 by Mic.Rooney
Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing.
#!RB: none
#!Test: tested/built locally ran preflight Editor/Monolithics build.
#!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen
Change 3709686 on 2017/10/20 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Added some more timerguards for slow timer manager tick objects.
Commented out for now.
#!rb Trivial
#!test Paragon Cooked ps4.
#!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3708958 on 2017/10/19 by Shaun.Kime
Back out changelist 3708456 .. this was an unintentional change
#!rb none
#!tests n/a
Change 3708839 on 2017/10/19 by Shaun.Kime
Merging CL 3708835
Fixing Scott's common crash with adding an emitter with autocompile off
#!rb frank.fella
#!tests n/a
Change 3708784 on 2017/10/19 by Shaun.Kime
Merging CL 3708782
//Orion/Main/... to //Orion/DevGeneral/...
#!rb none
#!tests n/a
Change 3708600 on 2017/10/19 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion
#!rb none
#!test golden path
#!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3708473 on 2017/10/19 by Shaun.Kime
Merging Frank's changes for team color support from Main to Dev-General
#!rb Frank.Fella
#!tests test_minionwave worked
Change 3708456 on 2017/10/19 by Shaun.Kime
Particles.Random set to 0.0
#!rb none
#!tests n/a
Change 3708455 on 2017/10/19 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!rb none
#!tests passed minion fx autotest
Change 3707648 on 2017/10/19 by Shaun.Kime
Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made.
Defer deletion of dataset to RT.
Ensure resets don't mess with data inflight RT commands are using.
Checkin on behalf of Simon Tovey
#!jira OR-45423
#!rb Simon.Tovey
#!tests ran through the LaneMinionFXTests successfully on PC
Change 3707096 on 2017/10/19 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago.
#!rb none
#!tests automated tests pass
#!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3706726 on 2017/10/19 by Rob.Cannaday
Merge XMPP resource version to use version 2 instead of version 3
#!rb trivial
#!tests compile
#!ROBOMERGE: Main, 44, Tencent
Change 3706349 on 2017/10/19 by Josh.Markiewicz
#!UE4 - Cross Voice code review feedback
- fixed up broken stack vs queue
- fixed GetRoomId returning int32 instead of uint64
- fixed switch room logic
- more/better logging
- more comments
#!jira TEN-301
#!review-3681404 @sam.zamani, @rob.cannaday
#!rb none
#!tests local cheat codes
Change 3705453 on 2017/10/18 by robomerge
#!ROBOMERGE-AUTHOR: arne.schober
Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array)
#!RB Daniel.Wright
#!Tests LaunchOnPs4
#!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3705399 on 2017/10/18 by robomerge
#!ROBOMERGE-AUTHOR: scott.kennedy
Default Niagara emitter changed color property to better default value.
Updated basic glow emitter
Added energy bubble base emitter
put a little more polish into siege minion impact FX.
#!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3704426 on 2017/10/18 by Shaun.Kime
Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423
#!rb simon.tovey
#!fyi hunter.kent
#!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure
Change 3703288 on 2017/10/18 by Olaf.Piesche
Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash
#!rb olaf.piesche, simon.tovey
#!tests minion test map PC and PS4
Change 3701373 on 2017/10/17 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader.
#!rb Olaf.Piesche
#!tests test_minionwave runs
#!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3701108 on 2017/10/17 by Hunter.Kent
Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily.
#!RNX
#!Test PS4
#!rb @tim.elek
#!review-3701110 @andrew.grant, @daniel.lamb
Change 3701044 on 2017/10/17 by robomerge
#!ROBOMERGE-AUTHOR: jon.lietz
- white space fixes
- added in more detail to logging
- fixed dragon GC to not hide when the mesh is hidden
#!rb none
#!tests complies and logging is updated
[FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen
#!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3700900 on 2017/10/17 by Shaun.Kime
Integrating possible crash fix from Dev-Niagara to Dev-Gen
#!rb none
#!tests n/a
#!fyi Olaf.Piesche
Change 3700492 on 2017/10/17 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!rb none
#!tests done in branch
Change 3700217 on 2017/10/17 by Olaf.Piesche
Fix for potential crash in sprite renderer
#!rb none
#!tests minion test map
Change 3700216 on 2017/10/17 by Benn.Gallagher
Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master.
#!rb Lina.Halper
#!jira OR-45226
#!tests PIE + Standalone games hitting Rampage with Ghosts E
Change 3699660 on 2017/10/17 by Jason.Bestimt
#!ORION_DG - Fixes to UnrealHitchParser edge cases
#!RB:none
#!Tests: Ran on Logs from QA
#!CodeReview: ben.salem
Change 3699462 on 2017/10/17 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!tests preflight ok
#!rb none
Change 3699010 on 2017/10/17 by Jeff.Williams
Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920
#!rb none
#!tests none
Change 3698519 on 2017/10/16 by Olaf.Piesche
Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts
#!rb none
#!tests minion wave test map
Change 3698380 on 2017/10/16 by Shaun.Kime
Updating logic to now support the autoattachment
#!rb none
#!tests autotests pass..
Change 3698263 on 2017/10/16 by Olaf.Piesche
Assume degrees for sprite rotation
#!rb none
#!codereview shaun.kime
#!tests test sprite emitter
Change 3697652 on 2017/10/16 by Olaf.Piesche
Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion
#!rb none
#!tests minion test map
Change 3696906 on 2017/10/15 by Shaun.Kime
Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers.
#!rb none
#!tests now no longer generates invalid errors
#!fyi frank.fella, olaf.piesche, simon.tovey
Change 3695456 on 2017/10/13 by Olaf.Piesche
Fix for potential ribbon crash and end-of-ribbon rendering artifacts
#!rb none
#!codereview scott.kennedy
#!tests minion wave test map
Change 3694545 on 2017/10/13 by Andrew.Grant
Fix for low frequency async loading crash (OR-42535)
#!rb gil.gribb
#!tests comppiled
Change 3694176 on 2017/10/13 by Jeff.Williams
Plugin manifest name changed to DLCFile name
#!rb none
#!tests compile, stage
Change 3693582 on 2017/10/12 by Don.Eubanks
Fixing PS4 Compile warning (constructor init order not matching member define order)
#!rb none
#!tests Compile Shipping Client PS4
#!fyi olaf.piesche
Change 3693516 on 2017/10/12 by Olaf.Piesche
Niagara: Remove mesh renderer assert, replace with early out
#!rb none
#!tests niagara mesh test asset
Merging
//Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp
to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp
Change 3693051 on 2017/10/12 by Ben.Salem
Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log.
#!rb Clayton.Langford
#!tests Parsed a 5mb log with dumphitches down to 23k of hitch data.
Change 3692912 on 2017/10/12 by Olaf.Piesche
Merging: Niagara ribbon tiling distance
#!rb none
#!tests ribbon test asset
Change 3692835 on 2017/10/12 by Shaun.Kime
Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags.
#!rb none
#!fyi scott.kennedy, wyeth.johnson
#!tests n/a
Change 3692751 on 2017/10/12 by Shaun.Kime
Removing script that shouldn't have come over.
#!rb none
#!tests n/a
Change 3692746 on 2017/10/12 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!rb none
#!tests opened test level and created new emitter/system
Change 3692616 on 2017/10/12 by Don.Eubanks
OR-45131
Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking.
#!rb dan.hertzka
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
#!codereview nick.darnell
Change 3691912 on 2017/10/12 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none
#!tests compile, editor
#!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3690944 on 2017/10/11 by Jeff.Williams
Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC.
#!rb Daniel.Lamb
#!tests Compile, build
Change 3688989 on 2017/10/10 by Lina.Halper
LOD sync of attached/parent
#!rb: Laurent.Delayen
#!tests: price with shotgun skin/PIE/editor
Change 3687592 on 2017/10/09 by Ben.Salem
Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test.
#!rb clayton.langford
#!tests Ran sparrow shallow tests.
Change 3686560 on 2017/10/09 by Shaun.Kime
Flipping the min/max values to be standard
#!rb none
#!tests n/a
Change 3686046 on 2017/10/09 by Shaun.Kime
Merging latest from Dev-Niagara in preparation for Effects team work on Monday
#!rb none
#!tests successful preflight
#!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek
Change 3685613 on 2017/10/07 by robomerge
#!ROBOMERGE-AUTHOR: simon.tovey
Implementing vector field matrix inverse fix from CL3675167 to 43.3.
#!rb none
#!tests none
#!lockdown andrew.grant
#!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3685603 on 2017/10/07 by robomerge
#!ROBOMERGE-AUTHOR: thomas.ross
RotationalContent Improvements
- Fixed potential bug where tags could be updated when not intended on RotationalContentManager
- Fix for PIE assert
- Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option.
- Removing config tag from RotationalContentOverrides in OrionGlobals.
New Halloween Gauntlet Test
- Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box.
#!rb none
#!tests local builds / editor / PIE
#!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3685408 on 2017/10/07 by ben.salem
Fixing robomerge error in DevGen
#!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams
Unresolved conflicts. ben.salem, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml
--------------------------------------
Merging using DevGen->Release43.3
Repairing mailer for nightly Perf tests, fixing email headers.
#!tests run in devgen
#!rb none
#!lockdown andrew.grant
#!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3685073 on 2017/10/06 by Andrew.Grant
Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3684717 on 2017/10/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where GT & RT times in profile info were reversed :(
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3684512 on 2017/10/06 by Laurent.Delayen
Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code.
#!rb lina.halper
#!tests minion AnimBP nativization
Change 3684059 on 2017/10/06 by Max.Preussner
Orion: Fixed ability videos not loading on PS4 and/or not looping
#!fyi stephan.jiang
#!jira OR-44682
#!rb none
#!rnx
#!tests none
Change 3683538 on 2017/10/06 by David.Ratti
batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions.
-Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players.
-Fixes case where killing minions with badass was not displaying pops (prediction key issue)
#!rb none
#!tests editor, pie
#!review-3683539 @Matt.Schembari
Change 3683364 on 2017/10/06 by Andrew.Grant
Changed warning to info
#!tests #!rb na
Change 3681999 on 2017/10/05 by Bart.Hawthorne
Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion.
#!rb cody.haskell
#!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore
#!jira OR-44111
#!tests Golden path, live spectated numerous matches.
Change 3681403 on 2017/10/04 by Josh.Markiewicz
#!UE4 - base pass for Tencent Cross SDK
- basic testing done with enter/exit/switch room
- basic testing of ShowUI
- checked in disabled
#!rb duck
#!tests see above
#!jira TEN-301
#!review-3681404 @sam.zamani, @rob.cannaday
Change 3680623 on 2017/10/04 by David.Ratti
Rework for how max movement speed is calculated.
The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow.
Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored.
Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow.
GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc).
Suggested methods for inspection:
AbilitySystem debug hud (Home/End)
p.VisualizeMovement (displays final calculated movement speed)
Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar)
Technical information:
1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool.
2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows.
3. Added a notification for attribute sets when an aggregator is created for one of their attributes.
4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod)
5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension.
#!tests pie
#!rb FrankG
#!codereview Fred.Kimberley, Billy.Bramer
#!fyi colin.fogle
#!QAReview
#!RN
#!designchange
Change 3680580 on 2017/10/04 by Ben.Salem
Repair email titles for various reports.
#!rb none
#!tests Reran tests.
Change 3680438 on 2017/10/04 by Dan.Hertzka
GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect
- Fixes the HUD status effect feed not showing sources for a lot of itemization abilities
Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip
#!rb Dave.Ratti
#!tests OrionEntry PIE - equipped Sand Speeder
#!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on
Change 3680344 on 2017/10/04 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Speculative disable of defragging on volumetric lightmap textures.
#!rb andrew.grant
#!test monolith2 ps4
#!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3680302 on 2017/10/04 by Shaun.Kime
Integration from DevNiagara.
Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array.
#!rb none
#!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek
#!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass.
Change 3679946 on 2017/10/04 by Laurent.Delayen
Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches.
#!rb lina.halper
#!FYI andrew.grant
#!tests monolith2 old minions
Change 3679938 on 2017/10/04 by Daniel.Lamb
Allowed foliage cullall option to be modified by scalability options.
#!rb Trivial
#!test Compile paragon editor
Change 3679563 on 2017/10/04 by Jon.Lietz
OR-43599
- added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it.
#!rb Dave.Ratti
#!review-3679564 @John.Nielson
#!tests added these waits to hot pursuit and they worked as expected
Change 3679006 on 2017/10/03 by Ben.Salem
Try to fix broken nightly mailer issues for FX tests.
#!rb none
#!tests Preflighted a shallow fx pass successfully in EC.
Change 3677845 on 2017/10/03 by Andrew.Grant
Added an ensure to guard against OR-44826 while further investigations occur
#!tests compiled
#!rb none
Change 3677443 on 2017/10/03 by John.Nielson
Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase.
Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify).
#!RB: None
#!Test: Pie, Uncooked
#!review-3677445: @David.Ratti
Change 3676748 on 2017/10/02 by Laurent.Delayen
Minions: split body layer is now done in mesh space, to maintain upper body orientation.
#!FYI ray.arnett, lina.halper
#!rb none
#!test lane minion test map
Change 3675950 on 2017/10/02 by Don.Eubanks
Added several new supported tags / status effects to the Floating Status Effect Text system.
Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player.
Added ScaleOverDistance curve support for floating numbers / text.
Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out.
#!rb matt.schembari
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4
Change 3675186 on 2017/10/02 by Mic.Rooney
Support for other anim curve driving audio types (right now specifically DialogueWave)
#!RB: none
#!Test: compiled editor/monolithics/withoutunity and tested locally.
#!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen
Change 3675167 on 2017/10/02 by Shaun.Kime
Changed unsafe InverseFast() to an Inverse()
#!jira OR-44671
#!rb Simon.Tovey
#!tests n/a
Change 3674888 on 2017/10/02 by David.Ratti
GGP V2
* Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration.
Item System:
* Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords.
* Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup).
Ability System:
* SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE)
#!rb none
#!tests editor pie cooked
#!review-3674889 @Jon.Lietz
Change 3674170 on 2017/09/30 by Mieszko.Zielinski
Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion
Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load.
#!rb none
#!test golden path
#!OR-44738
Change 3672937 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files
#!tests 3compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672867 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Restored previous behaviour of integer numbers being formatted as "1" and not "1.00"
#!tests ran game, checked playlist analytic
#!rb nikdel
#!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672575 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Remove warning that can happens normally with backwards compat replays
#!rb none
#!tests compile
#!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672548 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned.
#!rb Andrew.Grant
#!test Editor building hlods
#!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672542 on 2017/09/29 by Andrew.Grant
Merging
#!rb #!tests na
Change 3672390 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed memreport settings for frontend tests
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672385 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Reworked and pretty much final PipelineState cache code
- various comments incorporated
- namespaced functions
- removed redundant class and replaced with ref pointer
#!tests soaked a lot
[at daniel.lamb,] [at arne.schober] #!rb none
#!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672281 on 2017/09/29 by Rob.Cannaday
Add user ID to OnNetworkCheatDetected
#!jira TEN-272
#!jira TEN-273
#!jira TEN-274
#!rb rob.cannaday
#!tests Win64 AI match, simulate cheat detected by cheat command
#!review-3672282 @ian.fox @sam.zamani
Change 3671688 on 2017/09/29 by Frank.Gigliotti
Added ability to set developer comment when adding native tags.
#!RB David.Ratti
#!Tests None
Change 3670409 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for dump type made while doing cleanup
#!tests compiled Win64, PS4, ran PS4
#!rb none
#!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3670399 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed race condition in pipeline state cache
Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon
(Couple of extra tweaks planned, but this should be GTG for a v43 release)
#!rb codereviewed
#!tests soaked locally, lots
#!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3669802 on 2017/09/28 by Andrew.Grant
From Dev-Framework
#!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed
#!rb michael.noland
#!codereview andrew.grant
#!tests na
Change 3669709 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3669177 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
#!rb Marcus.Wassmer
#!TESTS Paragon editor Monolith02
#!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3669124 on 2017/09/28 by Daniel.Lamb
Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush
to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush
Fix cook in devgeneral
Bumped shader version to invalidate stale uniform buffer name.
#!rb none
#!TESTS none
#!fyi Daniel.Wright
Change 3667906 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
#!rb none
#!TESTS QAGame
#!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667899 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Remove unused SM4 reflection capture cubemap
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667894 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy from Brian] SM4 fallback for reflection captures.
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667859 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy from Brian] Removed old rasterized deferred reflection env path.
Removed reflection compute shader. Replaced with PS. Small perf gain.
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667852 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Fixed missing include
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667807 on 2017/09/27 by Daniel.Lamb
Tencent DLC can now remap the plugin content to the game root directory.
#!rb Ben.Marsh
#!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test
Change 3667753 on 2017/09/27 by Clayton.Langford
Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer.
#!RB Ben.Salem, Adric.Worley
#!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat
Change 3667408 on 2017/09/27 by Jordan.Walker
Optimization to bakedNormal layer blend on Low end material quality
-uses simple multiply and add normal map blend
Change 3667388 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
#!rb none
#!TESTS QAGame on console
#!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667383 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame.
#!rb none
#!TESTS QAGame
#!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667265 on 2017/09/27 by Daniel.Lamb
Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned.
#!rb Uriel.Doyon
#!test Editor building hlods
Change 3667159 on 2017/09/27 by Mieszko.Zielinski
Added simple logging to BT loading allowing us to identify missing BB keys #!Orion
#!test golden path
#!rb Lukasz.Furman
Change 3665944 on 2017/09/26 by Dan.Hertzka
Fix PS4 compile
#!rb none
#!tests compile PS4
Change 3665590 on 2017/09/26 by Daniel.Lamb
Fix for DLC cooking everything when it should only cook the DLC.
#!rb None
#!test None
Change 3665569 on 2017/09/26 by Dan.Hertzka
New status effect feed for the new HUD:
- Now placed in the mid-upper-left side of the HUD
- Biggest difference from before is that there are now names associated with each effect
- If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet.
Cleaning:
- Deleted all of the old buff widget classes & codepaths
- Removed redundant properties from StatusEffectDisplayInfo
- Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData
Also:
- Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events
- Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed)
@todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.)
#!rb Don.Eubanks
#!tests OrionEntry PIE with some cards and hero abilities
#!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial.
#!lockdown Billy.Rivers
Change 3665555 on 2017/09/26 by Daniel.Lamb
AudioStreaming mpsc queue fix up.
#!rb Andrew.Grant
#!test Compile paragon client / editor.
Change 3665517 on 2017/09/26 by Daniel.Lamb
Suspect fix for OR-44619
#!jira OR-44619
#!test Paragon editor compile
#!rb Trivial
Change 3664346 on 2017/09/26 by Jon.Lietz
- making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out.
- Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired.
- Updated all GC's data to use the new decal class
- removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent
#!rb Dave.Ratti
#!reivew Dave.Ratti
#!tests used characters that had decal comps in the GC and they recylce as expected.
#!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed.
Change 3664099 on 2017/09/26 by Jon.Lietz
OR-44510
- bringing over engine fixes for the Enum Redirector from Dev-Framework
#!rb none
#!tests compiles and warnings are gone
Change 3663019 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Gil: fixed race condition in the PipelineStateCache
#!rb Daniel.Lamb
#!test paragon ps4 with higher repro modified build
#!lockdown Andrew.Grant
#!jira OR-44441
#!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3663014 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready.
#!tests ran locally
#!rb [at daniel.lamb] [at arne.schober]
#!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3663004 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed dev check for extra commandline args from /data to /temp0
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3662999 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - Fixed DateTime used for folders not being set
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3662255 on 2017/09/25 by Sam.Zamani
#!tencent
- fix for link error due to missing define of static OnNetworkCheatDetected delegate
#!rb none
#!tests none
Change 3662073 on 2017/09/25 by Sam.Zamani
#!tencent
Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server
Possible options
#!jira TEN-275 TSS detect and expose punish user callbacks
KickClient - User should be booted from the current game session via disconnect
KickMatch - User received info about being punished (eg. ban type etc)
PunishInfo - User received info about being punished (eg. ban type etc)
#!rb rob.cannaday
#!tests none
Change 3659487 on 2017/09/22 by Josh.Markiewicz
#!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin
#!review-3659190 john.barrett, ryan.gerleve
Change 3659485 on 2017/09/22 by Josh.Markiewicz
#!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins
#!fyi john.barrett, ryan.gerleve
Change 3659184 on 2017/09/22 by Josh.Markiewicz
#!UE4 - delete EpicSurvey module
#!fyi justin.sargent, nick.darnell
#!rb none
Change 3658697 on 2017/09/22 by Ryan.Gerleve
Fixes for server-side Tencent anti-cheat library integration:
-Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows
-Add getter for the TssSdkAntiInterf object
-Enable server anti-cheat in editor builds
#!codereview sam.zamani
#!rb none
#!tests enabled Tencent OSS, built & ran server
Change 3658200 on 2017/09/22 by Graeme.Thornton
Manual copy of CL 3587584 from Dev-Core
Logging improvements for pak signature check failures
- Added "PakCorrupt" console command which corrupts the master signature table
- Added some extra log information about which block failed
- Re-hash the master signature table and to make sure that it hasn't changed since startup
- Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
- Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again
#!rb none
#!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General
Change 3657970 on 2017/09/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition.
We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game,
[at marcus.wassmer,] [at arne.schober] #!rb none
#!tests cycled 6-7 levels of Paragon
#!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657914 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing...
#!tests stepped through in non-pkg build
#!rb none
#!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657906 on 2017/09/21 by Andrew.Grant
Improved some logging
#!tests used locally
#!rb none
Change 3657891 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing
Fixed issue with -dev mode on PS4 not updating symbols
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657867 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Re-locked network CL to 3652780
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657857 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444
#!RB:arciel.rekman
#!Tests:Compiled
[CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf
#!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657852 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for case-insensitivity causing title.json not to be staged
#!rb daniel.lamb, bob.tellez
#!tests ran packaging script, verified contents match v42
#!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657831 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors
We can worry about a more permanent solution after we get this live.
#!RB:none
#!Tests: Compiled
[CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer
#!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657824 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe
//ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb
--------------------------------------
Built new UnrealCEFSubprocess client
Changed OrionBuild.xml to build the shipping version of the above.
The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this.
[at justin.sargent,[at benjamin.crocker,[at wes.fudala]]]
#!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657488 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: anton.migulko
LIGHTING AND assets update
#!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3656388 on 2017/09/21 by Laurent.Delayen
Added default GetAxisVector static function to EAxisOption
#!rb none
#!FYI thomas.sarkanen
#!tests lane minions test map
Change 3656387 on 2017/09/21 by Laurent.Delayen
Initialize FAnimInstanceProxy with default constructor.
#!rb none
#!fyi lina.halper, thomas.sarkanen
#!tests lane minion test map
Change 3656003 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked net version to 3650578 for patching
benjamin.crocker
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3654403 on 2017/09/20 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Merge DevCore -> Orion Release-43 CL 3641450
UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers.
#!rb Daniel.Lamb
#!test Compile
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3654356 on 2017/09/20 by Andrew.Grant
Merging 3653658 from Dev-Rendering
#!tests compiled, ran editor
#!rb marcus.wassmer
Change 3653914 on 2017/09/20 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access).
#!rb none
#!tests ran locally
#!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3652495 on 2017/09/19 by Andrew.Grant
Editgration of VR fix in 3643776 from Release-4.17
#!tests #!rb na
Change 3652244 on 2017/09/19 by Sam.Zamani
#!tencent
Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher
Added "-q" to whitelist of command line params for shipping builds
Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher
#!rb rob.cannaday
#!tests none
Change 3651493 on 2017/09/19 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs.
#!rb none
#!lockdown Nick.Penwarden
#!tests none
Change 3651490 on 2017/09/19 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs.
#!rb none
#!lockdown Nick.Penwarden
#!tests none
Change 3651489 on 2017/09/19 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs.
#!rb none
#!lockdown Nick.Penwarden
#!tests none
Change 3651445 on 2017/09/19 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag
#!RB:none
#!Tests:none
[CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant
#!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3651059 on 2017/09/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed code to archive load-order during tests
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3651043 on 2017/09/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed error parsing from tests to put cause ahead of file info
#!tests ran self-test
#!rb none
#!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649683 on 2017/09/18 by Andrew.Grant
Bulk-merge of oustanding changes in Main to DG
#!tests #!rb na
Change 3649345 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Integrate fix for eidtor crash when switching between low and high scaleability options.
#!rb Olaf.Piesche
#!test Paragon editor
#!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649335 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - OR-44257 - Fix for hair not working
It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion.
#!RB:daniel.lamb
#!Tests:Re-tested in cooked build
[CODEREVIEW] daniel.lamb
#!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649231 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM
#!RB:none
#!Tests:none
[CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy
#!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649211 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Fix 'lowest' shadow settings (simple forward rendering)
#!rb arne.schober
[FYI] Daniel.Wright
#!tests monolith
#!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649141 on 2017/09/18 by Stephan.Jiang
Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source.
-- These are hacks for ability videos to work before we have the new Sequencer updates
-- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748
#!fyi Andrew.Grant, Max.Preussner
#!rb none
#!test compile
Change 3649087 on 2017/09/18 by Thomas.Ross
Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General
#!rb none
#!tests none
#!fyi Andrew.Grant,Jeff.Williams,dan.oconnor
Change 3649066 on 2017/09/18 by Max.Preussner
WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources
#!rb stephan.jiang
#!rnx
#!tests none
Change 3649049 on 2017/09/18 by Max.Preussner
Media: Changed audio sample rate warning to verbose log
#!fyi stephan.jiang
#!rb none
#!rnx
#!tests none
Change 3648752 on 2017/09/18 by Max.Preussner
WmfMedia: Fixed race condition in media sound wave
#!rb none
#!rnx
#!tests none
Change 3648748 on 2017/09/18 by Max.Preussner
WmfMedia: Hack for preventing flicker between media source switching
Do not merge to Dev-Main!
#!rb stephan.jiang
#!rnx
#!tests none
Change 3648596 on 2017/09/18 by Bart.Hawthorne
More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough.
Change 3648575 on 2017/09/18 by Sam.Zamani
#!tencent
Fix for missing library calls when initializing TSS anti cheat SDK
#!rb none
#!tests compiles win64 server
Change 3648556 on 2017/09/18 by Jeff.Williams
Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084
Clearing up robomerge
#!rb none
#!tests none
Change 3648533 on 2017/09/18 by clayton.langford
Unblocking RM.
#!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams
Unresolved conflicts. clayton.langford, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly.
#!RB Adric.Worley
#!tests none
#!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3648219 on 2017/09/18 by Sam.Zamani
#!tencent
fixed Tencent module thirdparty dll runtime dependency paths
fixed DLLHandle not being set
#!rb none
#!tests none
Change 3647998 on 2017/09/18 by Clayton.Langford
Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763.
#!tests compiled
#!rb Adric.Worley
Change 3647817 on 2017/09/18 by James.Golding
Mirror fix from 4.18 release stream (CL 3647799) to Dev-General
Fix out-of-bounds access of cloth mapping data during CPU skinning
#!rb benn.gallagher
#!jira UE-49628
#!fyi benn.gallagher
#!tests convert RiftMage to static mesh
Change 3647749 on 2017/09/18 by Benn.Gallagher
Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope.
This caused matrix transposition to fail after the data was copied in using memcpy
BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
#!rb none
#!tests Editor reimport of clothing assets
Change 3646242 on 2017/09/15 by Tyler.Cole
Revert shared engine LocalMCP scripts.
Change 3646153 on 2017/09/15 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds
#!RB:daniel.lamb
#!Tests: Ran cooked Client
[CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy
#!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3646125 on 2017/09/15 by robomerge
#!ROBOMERGE-AUTHOR: arne.schober
OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews.
#!RB Marcus.Wassmer
#!tests automated performance tests
#!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3645861 on 2017/09/15 by clayton.langford
#!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams
Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW.
Unresolved conflicts. clayton.langford, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added.
To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards
Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated.
#!tests ran local client/server, preflighted
#!rb Ben.Salem
#!rnx
[FYI] Sean.Tobin, Hunter.Kent, Edward.King
#!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3644062 on 2017/09/14 by Aaron.McLeran
#!jira OR-44171 Some looping sounds are extremely loud
#!rb Ethan.Geller
#!tests run paragon, run near water river, don't observe looping sound being very loud
Change 3643901 on 2017/09/14 by Laurent.Delayen
Integrated CL #!3604725 to fix bug with opening state machines from anim graph.
#!rb none
#!tests fixes bug
#!FYI lina.halper
Change 3643641 on 2017/09/14 by Rob.Cannaday
Fix unreachable code detected
#!rb rob.cannaday
#!tests Win64 compile
Change 3643326 on 2017/09/14 by Sam.Zamani
#!tencent
- temp disabled TerSafe.dll loading until staging issues can be resolved
#!rb none
#!tests none
Change 3643039 on 2017/09/14 by Sam.Zamani
#!tencent
- temp disabled TSS on servers due to linux build issues
#!rb none
#!tests none
Change 3642438 on 2017/09/13 by Rob.Cannaday
Handle new analytics param types (number, string, etc)
Stub implementation of FAnalyticsProviderETTencent DefaultAttrs
#!rb rob.cannaday
#!tests Win64 vs AI match
Change 3641655 on 2017/09/13 by Sam.Zamani
#!tencent
WIP added tss_sdk.dll (server) and TerSafe.dll (client)
JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client
JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers
#!rb none
#!tests PC run with RegionCN.pak enabling tencent mode
Change 3641559 on 2017/09/13 by Bart.Hawthorne
Fix up oodle dictionary generation scripts
#!rb none
#!jira none
Change 3641550 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43
#!rb: none
#!test: Pie
#!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3641393 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev.
Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled
- Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false)
- Added PGOInput option to TargetRules and passed through to compile environment
- Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for
- Updated PS4 toolchain to use both LTO and PGO depending on what was set
#!tests soaked locally, preflighted
#!rb codereviewed
FWIW here are before/after results for LTCG.
Orion Performance report from 3 games and 1441.51 seconds
MVP: 2.83 (Min: 2.05, Max: 3.22)
HPM: 4.29 (Min: 4.24, Max: 4.37)
AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms)
GT: 12.88ms (Min: 12.68ms, Max: 13.25ms)
RT: 13.71ms (Min: 13.48ms, Max: 14.08ms)
GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms)
Orion Performance report from 3 games and 1440.49 seconds
MVP: 1.42 (Min: 1.02, Max: 1.94)
HPM: 3.25 (Min: 2.75, Max: 3.62)
AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms)
GT: 11.93ms (Min: 11.64ms, Max: 12.47ms)
RT: 12.80ms (Min: 12.54ms, Max: 13.24ms)
GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms)
#!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640885 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Limited warning to once every 10 secs.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640875 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed shipping config issue
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640870 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Fixing CIS builds #!Orion
The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors.
[CODEREVIEW] John.Nielson
#!rb none
#!test compilation
#!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640783 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
More temporary logging for finding the missing FX issue.
#!rb: none
#!Test: Pie
#!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3639910 on 2017/09/12 by Rob.Cannaday
Build fix for AnalyticsETTencent
#!rb rob.cannaday
#!tests compile Win64 DebugGame Editor
Change 3639565 on 2017/09/12 by Laurent.Delayen
SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0.
#!rb lina.halper
#!FYI lina.halper
#!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime.
Change 3639228 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Tools - Added ability to postmortem a PS4 devkit for last crash
#!rb run locally
#!tests none
#!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3639075 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Specifically requesting 'all' configuration, to avoid missing manifest in jar.
#!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3639022 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Remove dependency on the editor style set in the WidgetReflector
- Fixes a crash when trying to use the reflector in a client cooked build
- Also updated Focusable column name to shared var
#!rb none
#!tests Widget Reflected in a cooked build
#!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638984 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43
#!rb: none
#!test: Pie
#!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638696 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Swapped problematic ensure to LogError, made draft obey notimeouts.
#!tests compiled
#!rb none
[at daniel.lamb]
#!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638644 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Third time's the charm
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638628 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed ensure in a PS4 friendly way
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638583 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed ensure to get a cook
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638545 on 2017/09/12 by Bart.Hawthorne
Add analytics for oodle compression percentages
#!rb ryan.gerleve, wes.hunt
#!tests ran a 2 person game with dedicated server and verified analytics were reported
#!jira OR-26386
Change 3638172 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Duplicate 3620803
Partial Fix for Dither Opacity Mask
#!rb none
#!tests PC monolith
#!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637643 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Fixing version stream to Main
#!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637524 on 2017/09/11 by Andrew.Grant
Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating
#!tests build Win64 editor, ran tests locally
#!rb none
Change 3637402 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - Restored logging of runoptions when not verbose
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637357 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made 'none' test specify Attended
#!rb Daniel.Lamb
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637305 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
Added temporary debug logging cmd line option for finding Jira OrionOR-43600
#!RB: none
#!Test: Pie
[at David.Ratti]
#!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636549 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues
#!RB:none
#!Tests:none
[CODEREVIEW] uriel.doyon
#!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636507 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
[OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG.
Also:
- Added distance formatting type for simple ability description values (will automatically append u to the value)
- SimpleAbility description values can now go up to two decimal places
Engine:
- Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName
#!rb Matt.Schembari
#!tests PIE OrionEntry & FrontEndScene - various bug repros
#!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636372 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Implement fast particle pool memory.
Default is 2mb, automatically cleans up oldest used pool slots.
Estimated 1/4 time for STAT_PARTALLOC.
#!rb Jason.Bestimt
#!test paragon ps4 cooked
#!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636319 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue with fatal error message not being shown in reports.
Fixed issue where some cancelled tests reported as succeeded
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636264 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance
#!RB:none
#!Tests: Ran client cooked build
[CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon
[QAREVIEW]
#!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3635288 on 2017/09/10 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices
Fixed missing - in SoloSmoke args that were causing trailing params to be lost
#!tests preflighted, ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3635145 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to pick up SDK change for patch packages
#!rb none
#!tests none
#!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3635097 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added cleardevices option to Gauntlet that removes all devices after running.
Added to Orion build scripts
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634985 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Cleaned up some logging around device failures
Attempt to handle "Too Many Connections" error at a lower level
Added removeall command to PS4DevkitUtil (not yet used)
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634897 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Checking in change to timeouts to test theory
#!tests ran test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634765 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Scrape another .05ms out of GPU particle simulation.
#!rb none
#!tests ps4 monolith
#!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634422 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for Gauntlet shutdown issue on builders
Fix for BP editing crash from Dev-Framework
#!tests ran locally
#!rb none!
#!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634139 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running
#!tests ran locally with single and file-based devices
#!rb none
#!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3633799 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only.
#!rb none
#!tests monolith02 turrets
[CODEREVIEW] lina.halper
#!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3633647 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Possible fix for OR-43926 from Arne
#!tests ran locally, observed no ensures or negative side-effects in UI or HUD
#!rb none
#!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3633637 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Upped timeout for editorbased tests
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632565 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed some test code...
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632385 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
More improvements to device handling.
Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems.
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632177 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: thomas.ross
Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43
#!rb none
#!test local commandlet
#!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632131 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Fix a bug with new local vector-field only project setting
#!rb none
#!tests ps4 monolith
#!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632034 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where problem devices were reset each attempt
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3631812 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
More improvements to device management in Gauntlet
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3631787 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes.
#!rb none
[CODEREVIEW] martin.wilson
#!test bot game
#!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3631251 on 2017/09/07 by Andrew.Grant
Additional device selection improvements
#!tests #!rb na
Change 3630861 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3630620 on 2017/09/07 by Laurent.Delayen
RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions.
#!rb Ori.Cohen
#!codereview benn.gallagher
#!tests lane minions test map
Change 3629990 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fix for gpu hang on ps4.
#!rb Marcus.Wassmer
#!test Paragon cooked ps4
#!jira OR-43835
#!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629980 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Moved some missed code to FDebug::HasAsserted()
#!tests na
#!rb none
#!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629975 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Project optimization to only support local vector fields.
separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost.
#!rb olaf.piesche
#!tests monolith ps4/pc
#!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629917 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Fix for sizebyspeed on ps4
#!rb Simon.Tovey
#!tests pc
#!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629620 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629554 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Restored screenshot support to gauntlet (now driven externally)
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629495 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: don.eubanks
Stat panel will only show stat changes or improvements that come from Item sources (cards / gems)
#!rb dan.hertzka
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
[RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base!
#!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629468 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring()
Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread.
#!tests ran locally
#!rb none
[at marcus.wassmer]
#!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629410 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs
--------------------------------------
Fix for generating project files
#!tests GPF
#!rb none
#!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629369 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests)
#!rb none
#!tests verified signing is disabled and game gets to main menu with -fileopenlog
[at graeme.thornton]
#!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629254 on 2017/09/06 by Laurent.Delayen
URO: ensure we don't skip more frames than desired when switching LODs.
#!rb lina.halper
#!codereview martin.wilson, benn.gallagher
#!test lane minions test map
Change 3629191 on 2017/09/06 by Laurent.Delayen
Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions.
#!rb lina.halper
#!codereview martin.wilson
#!test lane minions test map
Change 3629130 on 2017/09/06 by Laurent.Delayen
AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug.
#!rb none
#!tests lane minion test map
Change 3628300 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed exception that could occur during tests if all devices were in use
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627915 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Undoing Oodle check for the time being
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627875 on 2017/09/06 by Jason.Bestimt
#!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables)
#!RB:none
#!Tests:none
#!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker
#!ROBOMERGE: MAIN, 43
Change 3627694 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Improved warnings
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627642 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
More logging for OR-43892 and OR-43779
#!rb none
#!tests compile
#!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627247 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed check that turns out to be bogus
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627240 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures
#!tests compiled OrionClient
[at daniel.lamb] #!rb none
#!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627211 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added ensure for OR-43777
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3626839 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added wait to PS4DevkitUtil before trying to postmortem crashdump
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3626755 on 2017/09/05 by Rob.Cannaday
Merge //Orion/Release-Tencent to //Orion/Dev-General
Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT
TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded
#!rb sam.zamani
#!lockdown andrew.grant
#!tests Win64 vs AI match, QA smoke test
#!fyi sam.zamani
Change 3626285 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed BaseDir argument not being correctly applied in tests
Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3626221 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame.
Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement
#!rb none
#!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz
[at Laurent.Delayen] [FYI] [at Andrew.Grant]
#!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3625925 on 2017/09/05 by Laurent.Delayen
If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want.
#!rb benn.gallagher
#!codereview martin.wilson, lina.halper
#!tests lane minion map
Change 3624051 on 2017/09/02 by Andrew.Grant
Fixed issue with test params not being set.
Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability.
#!tests preflighted
#!rb none
#!review-3624052 @ben.salem
Change 3623907 on 2017/09/02 by Andrew.Grant
Fixed usesyncedbuild option being broken in Gauntlet
#!codereview @daniel.lamb
#!tests compiled
#!rb none
Change 3623906 on 2017/09/02 by David.Ratti
Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides
#!rb none
#!test future wukong pie
Change 3623766 on 2017/09/01 by Daniel.Wright
[Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box
#!rb none
#!Tests PC QAGame
Change 3623518 on 2017/09/01 by Don.Eubanks
Fix for Shipping Client PS4
#!rb none
#!tests Compile Shipping Client PS4
#!fyi daniel.lamb andrew.grant
Change 3623515 on 2017/09/01 by Daniel.Wright
[Copy] Volume materials applied to static meshes operate on the object's bounding sphere
#!rb none
#!TESTS QAGame PC
Change 3623503 on 2017/09/01 by Daniel.Wright
[Copy] Fixed ObjectRadius in Volume domain materials
#!rb none
#!TESTS none
Change 3623102 on 2017/09/01 by Marcus.Wassmer
Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand
#!rb none
#!tests monolith on PS4
#!fyi olaf.piesche,tim.elek
Change 3623096 on 2017/09/01 by Marcus.Wassmer
checkslow -> check to find issues with ILC
#!rb none
#!tests ran monolith on ps4
Change 3622744 on 2017/09/01 by Laurent.Delayen
RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now).
Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies.
Take gravity from movement component if present, to inherit custom gravity scaling.
Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used.
If LOD enables new bodies, they are now initialized during simulation.
Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default.
Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change.
Added AnimStats for PreUpdate, Update and Eval.
#!rb ori.cohen
#!codereview ori.cohen, lina.halper, benn.ghallager
#!tests lane minion test map
Change 3622743 on 2017/09/01 by Laurent.Delayen
Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes.
#!rb lina.halper
#!tests lane minion test map
Change 3622742 on 2017/09/01 by Laurent.Delayen
'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings.
Renamed DisplayDebugCustom to DisplayDebugInstance.
#!rb lina.halper
#!tests lane minion test map
Change 3622738 on 2017/09/01 by Laurent.Delayen
Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams
#!rb lina.halper
#!tests lane minion test map
Change 3622666 on 2017/09/01 by Jian.Ru
Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements
#!jira UE-48972, OR-43455
#!rb Chris.Bunner
#!tests editor
Change 3622579 on 2017/09/01 by Andrew.Grant
Fixed shutdown issues with some tests being detected as errors
Simplied and cleanup some things in state management of tests.
#!tests ShortSOloGame test locally
#!rb none
Change 3622322 on 2017/09/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-40366 from v43
#!tests compiled
#!rb Aaron.McLeran
#!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3621054 on 2017/08/31 by Andrew.Grant
Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating
#!tests preflighted
#!rb none
Change 3620755 on 2017/08/31 by Daniel.Lamb
Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations.
#!rb Jason.Bestimt
#!test Cooked paragon ps4
Change 3620541 on 2017/08/31 by Ben.Salem
Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting.
#!rb none
#!tests compiled.
Change 3620443 on 2017/08/31 by Mieszko.Zielinski
Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4
#!rb none
#!test golden path
Change 3620428 on 2017/08/31 by Aaron.McLeran
#!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General
#!rb Ethan.Geller
#!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports.
Change 3620411 on 2017/08/31 by Mieszko.Zielinski
Fix to removal of simuli sources from the AISense_Sight #!UE4
Made sure given source gets removed from ObservedTargets.
#!rb none
#!test golden path
Change 3620343 on 2017/08/31 by Ben.Salem
Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on.
#!rb clayton.langford
#!tests ran shallow and normal FX tests, generated hitches to display.
Change 3620050 on 2017/08/31 by Luke.Thatcher
[ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/...
- USE_DEFRAG_ALLOCATOR was not always defined in all cases.
#!rb Daniel.Lamb
#!tests none
Change 3619836 on 2017/08/31 by Andrew.Grant
Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team)
#!tests preflighted, ran locally
#!rb none
Change 3618597 on 2017/08/30 by Dan.Hertzka
Fixed Additive UI materials not being affected by the widget opacity
- We needed to multiply the sampled color by the alpha of the vertex color
Also added fade in anim for scoreboard when showing after the endgame cinematic
#!rb Nick.Darnell
#!tests Widget alpha affects additive materials
Change 3618441 on 2017/08/30 by Laurent.Delayen
Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display.
#!rb lina.halper
#!tests lane minions
Change 3618404 on 2017/08/30 by Paul.Moore
- Update to new MMS client API from Fortnite.
- Add MMS API plugin.
#!rb none
#!tests matchmaking, v2 MMS matchmaking, draft lobby.
#!lockdown andrew.grant
Change 3618167 on 2017/08/30 by Marcus.Wassmer
Fix fog on PS4, also volume texture clears.
#!rb luke.thatcher
#!fyi Jordan.Walker
#!tests ran monolith on ps4
Change 3617911 on 2017/08/30 by Andrew.Grant
Fix for OR-43401, lighting remaining unbuilt
#!tests ran cook, verified that lighting for bp components is now correctly found.
#!rb marc.audy
Change 3617765 on 2017/08/30 by Andrew.Grant
Fix for lighting always being unbuilt on some blueprints
#!tests cooked data and verified BP components have the correct transform and receive cached lighting data
#!rb marc.audy, bp-team
Change 3617757 on 2017/08/30 by Laurent.Delayen
clang fix
#!rb none
#!tests none
Change 3617700 on 2017/08/30 by Laurent.Delayen
Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated.
#!rb lina.halper
#!tests lane minions map
Change 3617695 on 2017/08/30 by Laurent.Delayen
Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays.
#!rb lina.halper
#!tests test lane minions map
Change 3616757 on 2017/08/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-43459 from Laurent
#!tests na
#!rb Lina.Halper, Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3616745 on 2017/08/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked net version to 3609966 in anticipation of patch
#!rb #!tests na
#!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3616551 on 2017/08/29 by Daniel.Lamb
Fix memory leak in paragon.
#!rb Andrew.Grant
#!test Paragon ps4
Change 3613700 on 2017/08/28 by Andrew.Grant
Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion
Renabled r.Cache.UpdatePrimsTaskEnabled
#!tests ran locally
#!rb none
Change 3613694 on 2017/08/28 by Andrew.Grant
Added -teamsize argument to Orion none test.
#!tests ran None test :)
#!rb none
Change 3613638 on 2017/08/28 by Ben.Salem
Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created.
#!rb clayton.langford
#!tests Ran shallow and deep test for multiple characters.
Change 3612731 on 2017/08/28 by Chris.Bunner
[DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook.
#!rb
#!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb
#!tests Cooking/running simple scene with grass foliage
#!jira UE-48698, OR-42612
Change 3612695 on 2017/08/28 by Andrew.Grant
Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading
Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things.
#!tests ran NoneTest with -nomcp
#!rb none
Change 3612002 on 2017/08/27 by Andrew.Grant
Fix for crash seen during nightly tests
#!tests baseline perf didn't crast 3/3
#!rb none
Change 3611980 on 2017/08/27 by Andrew.Grant
PS4DevkitUtil post-mortem improvements to logging
#!tests run ShortSoloGame
#!rb none
Change 3611758 on 2017/08/26 by Andrew.Grant
Fix for warning
#!tests #!rb na
Change 3611737 on 2017/08/26 by Andrew.Grant
Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering
3517039 -
GitHub #!2655: Optimization for shadow map resolution selection for spot lights
* Use the radius of the inscribed sphere at the cone end as the spot light's screen radius
Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly
3545241 -
Fixed spotlight whole scene shadows using a radius 2x too long
3545347 -
Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame.
#!rb none
#!tests compiled
Change 3611718 on 2017/08/26 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs
--------------------------------------
Improved parsing of callstacks and errors in test logs
Added unit test for error parsing
#!tests ran locally, unit tests
#!rb none
#!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3611704 on 2017/08/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Test fixes - addresses issue with memory report failing
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3611683 on 2017/08/26 by Andrew.Grant
Upgraded PS4 SDK to 4.508.111
#!tests SoloGames locally
#!rb none
Change 3611466 on 2017/08/25 by Andrew.Grant
Changed none test to use monolith02 by default
#!tests compiled
#!rb none
Change 3611167 on 2017/08/25 by Laurent.Delayen
Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated.
#!rb none
#!tests lane minions
#!codereview martin.wilson
Change 3610850 on 2017/08/25 by dan.hertzka
Unclog Robomerge
#!rb none
#!tests none
Change 3610325 on 2017/08/25 by Andrew.Grant
Compile fix for PS4
#!tests compiled
#!rb none
Change 3610018 on 2017/08/25 by Laurent.Delayen
UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later.
#!rb lina.halper
#!tests venus ult on minion lane test map
Change 3609967 on 2017/08/25 by Daniel.Lamb
Merging using //Fortnite/Main/->//Orion/Dev-General/
Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4.
CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping.
- The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out.
- Added an extra flag to reset mip bias values when texture memory budget is increased.
#!rb Uriel.Doyon
#!jira FORT-45385
#!jira FORT-47739
CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4.
- Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled.
- Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted.
- Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps.
#!jira FORT-45229
#!rb Ben.Woodhouse
CL 3564368
LLM Changes
Summary:
LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead.
Changes where LLM hooks into the various allocation functions and pools.
Added more LLM tracking scopes.
Changed the way LLM gets its internal memory.
Writing stats out to csv
Fixed a few bugs with the tracker code
Details:
* re-enabled LLM by default in Dev builds for XB1 and PS4
* Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update)
* track allocations made from the defrag pool (PS4)
* track non-drfrag pool garlic allocations (PS4)
* track allocations made from PS4 malloc
* combined the RHI and Malloc trackers into the Default tracker
* changed stat groups to LLM, LLMPlatform and LLMOverhead
* OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set
* XMemAlloc now uses AllocationType if no LLM scope has been set
* renamed VirtualMap to LLMMap
* added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled.
* support for tracking allocations that move in memory (for the PS4 defrag allocator)
* support for tracking explicit memory without pausing the tracker
* LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg
* fixed check in FNameToTag. It was checking the wrong value when verifying the name index
* show a warning on screen if LLM has been enabled without debug memory enabled (on consoles)
* fixed program size tracking
* fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope.
* optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times)
* fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them.
* fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled
* changed default alloc size for LLMMap to 16K
* Added lots more LLM scopes renamed some of the existing ones
* made FMemBlock::Allocators private and added accessor functions, which include LLM tracking.
* fixed LLM alignment tracking in CustomVirtualAlloc
* implemented LLM on XB1 so that it properly tracks D3D12Allocations
* added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator
* tracking of render targets
* fixed LLM pool total column value.
#!rb luke.thatcher
CL 3565905
[ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/...
3458941 - Initial submission of new PS4 memory allocator.
3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible.
3498440 - Flexible and framebuffer memory fallbacks
3515704 - Add stats to new PS4 memory system.
UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly.
#!rb Ben.Woodhouse
CL 3580934
[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
- Neo has 512 MB more direct memory than a base kit.
- Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.
#!rb Marcus.Wassmer
#!jira FORT-50206
CL 3590180
[FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted.
- Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB.
- Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool.
- Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails.
#!jira FORT-49700
#!rb Aaron.McLeran
CL 3593920
[FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system.
- Incorrect bitmask usage was truncating the available memory value to 32 bits.
- Also includes some minor refactoring to make parts more readable.
- Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile.
#!rb Jonathan.Fitzpatrick
#!jira FORT-50918
CL 3597577
[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
- Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
- With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.
#!rb Stewart.Lynch
#!jira FORT-50825
#!jira FORT-49688
#!jira FORT-49695
#!jira FORT-50054
CL 3601951
[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
- Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
- Added garlic, onion and defrag stats to the platform memory stats struct.
- Added fixed pool sizes to platform memory stats.
- Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.
#!rb Stewart.Lynch
#!jira FORT-52910
#!test preflight with baseline performance memory report tests, local tests on neo
#!rb Luke.Thatcher
Change 3608480 on 2017/08/24 by Uriel.Doyon
Instanced static mesh lightmaps are now updated correctly after lighting scenario changes
#!jira UE-48522
#!tests Build lighting, loaded maps
#!rb michel.dupuis
Change 3608407 on 2017/08/24 by Andrew.Grant
Reintegrated ROlando's cloth optimizations
#!tests #!rb none
Change 3608349 on 2017/08/24 by Rolando.Caloca
O - Cloth vertex buffers no longer generate dummy vertices
#!rb Lina.Halper
#!fyi James.Golding
#!tests Check obj list memory with multiple characters, tested animations
Change 3607815 on 2017/08/24 by Laurent.Delayen
Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha.
https://jira.it.epicgames.net/browse/OR-43186
#!rb none
#!tests Price hand two bone IK
#!codereview lina.halper, thomas.sarkanen
Change 3607770 on 2017/08/24 by Andrew.Grant
Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong
#!tests ran locally, updated parser test
#!rb none
Change 3607546 on 2017/08/24 by Jian.Ru
Add more control to chromatic aberration effect
#!jira UE-47138
#!rb Brian.Karis
#!tests editor
Change 3607270 on 2017/08/24 by Andrew.Grant
Mirroring 3605735 from FN to address bug with MIC deduplication
#!tests compiled
#!rb none
Change 3607082 on 2017/08/24 by Laurent.Delayen
Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands.
List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph).
Current debug Target is highlighted in a green bounding box.
Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player.
Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors.
Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation.
#!rb dave.ratti
#!tests lane minion test map, debugging individual minions
#!codereview jon.lietz
Change 3606772 on 2017/08/24 by David.Ratti
Spot edigrate CL 3606417 for accurate CurveTable memory tracking
#!rb none
#!tests none
[CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
/**
* Directories containing files that should always be added to the . pak file for a dedicated server ( if using a . pak file ; otherwise they ' re copied as individual files )
* This is used to stage additional files that you manually load via the UFS ( Unreal File System ) file IO API
* Note : These paths are relative to your project Content directory
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Additional Non-Asset Directories to Package for dedicated server only " , RelativeToGameContentDir ) )
TArray < FDirectoryPath > DirectoriesToAlwaysStageAsUFSServer ;
/**
* Directories containing files that should always be copied when packaging your project for a dedicated server , but are not supposed to be part of the . pak file
* This is used to stage additional files that you manually load without using the UFS ( Unreal File System ) file IO API , eg , third - party libraries that perform their own internal file IO
* Note : These paths are relative to your project Content directory
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , AdvancedDisplay , meta = ( DisplayName = " Additional Non-Asset Directories To Copy for dedicated server only " , RelativeToGameContentDir ) )
TArray < FDirectoryPath > DirectoriesToAlwaysStageAsNonUFSServer ;
2020-12-15 12:26:54 -04:00
/**
* A list of custom builds that will show up in the Platforms menu to allow customized builds that make sense for your project . Will show up near Package Project in the Platforms menu .
*/
UPROPERTY ( config , EditAnywhere , Category = Packaging , meta = ( DisplayName = " Additional builds for this project. " ) )
2021-01-19 11:12:59 -04:00
TArray < FProjectBuildSettings > ProjectCustomBuilds ;
/**
* A list of custom builds , specified in engine ini files , and not editable in editor , that will show up in the Platforms menu to allow customized builds for all projects
*/
UPROPERTY ( config )
TArray < FProjectBuildSettings > EngineCustomBuilds ;
2020-09-14 17:08:13 -04:00
/**
* Get and set the per - platform build config and targetplatform settings for the Turnkey / Launch on menu
*/
EProjectPackagingBuildConfigurations GetBuildConfigurationForPlatform ( FName PlatformName ) const ;
void SetBuildConfigurationForPlatform ( FName PlatformName , EProjectPackagingBuildConfigurations Configuration ) ;
2021-06-15 15:14:15 -04:00
void SetBuildConfigurationForAllPlatforms ( EProjectPackagingBuildConfigurations Configuration ) ;
2020-09-14 17:08:13 -04:00
2021-06-15 15:14:15 -04:00
FName GetTargetFlavorForPlatform ( FName PlatformName ) const ;
void SetTargetFlavorForPlatform ( FName PlatformName , FName TargetFlavorName ) ;
FString GetBuildTargetForPlatform ( FName PlatformName ) const ;
void SetBuildTargetForPlatform ( FName PlatformName , FString BuildTargetName ) ;
2020-09-14 17:08:13 -04:00
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
private :
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/** Per platform build configuration */
UPROPERTY ( config )
TMap < FName , EProjectPackagingBuildConfigurations > PerPlatformBuildConfig ;
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/** Per platform flavor cooking target */
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UPROPERTY ( config )
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TMap < FName , FName > PerPlatformTargetFlavorName ;
/** Per platform build target */
UPROPERTY ( config )
TMap < FName , FString > PerPlatformBuildTarget ;
2020-09-14 17:08:13 -04:00
2020-12-15 12:26:54 -04:00
/** Helper array used to mirror Blueprint asset selections across edits */
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
TArray < FFilePath > CachedNativizeBlueprintAssets ;
2015-02-03 16:06:53 -05:00
2021-06-15 15:14:15 -04:00
/** The platform to LoadConfig for to get platform-specific packaging settings */
2020-12-15 12:26:54 -04:00
FString ConfigPlatform ;
2014-08-01 10:42:38 -04:00
public :
// UObject Interface
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
virtual void PostInitProperties ( ) override ;
2020-12-02 14:38:01 -04:00
# if WITH_EDITOR
2014-08-01 10:42:38 -04:00
virtual void PostEditChangeProperty ( struct FPropertyChangedEvent & PropertyChangedEvent ) override ;
2019-12-13 11:07:03 -05:00
virtual bool CanEditChange ( const FProperty * InProperty ) const override ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
/** Adds the given Blueprint asset to the exclusive nativization list. */
2020-12-08 16:28:03 -04:00
UE_DEPRECATED ( 5.0 , " Blueprint Nativization has been removed as a supported feature. This API will eventually be removed. " )
bool AddBlueprintAssetToNativizationList ( const class UBlueprint * InBlueprint ) { return false ; }
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
/** Removes the given Blueprint asset from the exclusive nativization list. */
2020-12-08 16:28:03 -04:00
UE_DEPRECATED ( 5.0 , " Blueprint Nativization has been removed as a supported feature. This API will eventually be removed. " )
bool RemoveBlueprintAssetFromNativizationList ( const class UBlueprint * InBlueprint ) { return false ; }
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
/** Determines if the specified Blueprint is already saved for exclusive nativization. */
2020-12-08 16:28:03 -04:00
UE_DEPRECATED ( 5.0 , " Blueprint Nativization has been removed as a supported feature. This API will eventually be removed. " )
bool IsBlueprintAssetInNativizationList ( const class UBlueprint * InBlueprint ) const { return false ; }
2020-12-02 14:38:01 -04:00
# endif
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
2019-09-10 19:31:23 -04:00
/** Gets a list of all valid packaging configurations for the current project */
static TArray < EProjectPackagingBuildConfigurations > GetValidPackageConfigurations ( ) ;
2019-09-13 13:29:44 -04:00
/** Gets the current build target, checking that it's valid, and the default build target if it is not */
const FTargetInfo * GetBuildTargetInfo ( ) const ;
2020-12-15 12:26:54 -04:00
/** For non-default object instances, this will LoadConfig for a specific platform,*/
void LoadSettingsForPlatform ( FString PlatformName )
{
ConfigPlatform = PlatformName ;
LoadConfig ( ) ;
}
FString GetConfigPlatform ( ) const
{
return ConfigPlatform ;
}
virtual const TCHAR * GetConfigOverridePlatform ( ) const override
{
return ConfigPlatform . Len ( ) ? * ConfigPlatform : Super : : GetConfigOverridePlatform ( ) ;
}
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
private :
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden
#rb
============================
MAJOR FEATURES & CHANGES
============================
Change 4007876 by Ben.Zeigler
Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller
The player starts with 0 souls, but I hooked up the + on the souls display to grant 50
Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup
Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design
Change 4008251 by Mieszko.Zielinski
PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist)
Also addresses #jira UE-57869
Change 4008530 by Ben.Zeigler
Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue
Change 4008694 by Ben.Zeigler
Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie
This option is disabled by default because game-specific tick functions may be doing unsafe slate operations
Change 4008698 by Ben.Zeigler
Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that
This depends on engine tick working from the loading movie, a feature I just added
Change 4008699 by Ben.Zeigler
Add SaveGame flag to gameplay tags so they can be used for native save systems
Change 4008941 by Ben.Zeigler
Hook up Fireball using new functions that allow applying an effect container spec from a projectile
Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next
Rename some ability functions to make them shorter
Change 4008943 by Dan.Oconnor
Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text
#jira UE-56478
Change 4010465 by Marc.Audy
Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels.
Change 4010508 by Marc.Audy
PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist)
#jira UE-57775
Change 4010845 by Dan.Oconnor
Avoid crashing trying to serialize a subobject that was create outside of a transaction
#jira UE-57419
Change 4012148 by Phillip.Kavan
PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel.
#jira UE-55988
Change 4012393 by mason.seay
Test BP with 512 components
Change 4015966 by mason.seay
Updated BP to add split pin debugging
Change 4016110 by Marc.Audy
(4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que)
#jira UE-58009
Change 4016447 by Phillip.Kavan
Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class.
#jira UE-52372
Change 4016463 by Phillip.Kavan
CIS fix - back out changelist 4016447 (temp)
Change 4017382 by Dan.Oconnor
Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker
Change 4020602 by paulo.souza
Lighting improvements and optmizations
Change 4020638 by paulo.souza
Icons and launch screens on mobile (Android and iOS)
Change 4021340 by Ben.Zeigler
Fix Map/Set add comments to be accurate, the return value was removed
Change 4021392 by Ben.Zeigler
#jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup
Change 4021480 by mason.seay
Reorganized comments and nodes
Change 4025794 by mason.seay
Cleared all watches
Change 4026141 by Mieszko.Zielinski
Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4
In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user:
https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html
#jira none
Change 4027427 by Dan.Oconnor
Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector
#jira UE-58115
Change 4027434 by Ben.Zeigler
Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them
Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO
Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended
Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games
Change 4028656 by Ben.Zeigler
Added comments and cleaned up ActionRPG code, done with primary features
Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this
Add inventory interface that is used instead of having character explicitly cast to player controller
Change 4029079 by paulo.souza
Fixes to camera rotation when using the AutoMode + UI changes
Change 4030066 by Phillip.Kavan
Message (interface) call nodes no longer display the skeleton class name in the node subtitle.
Change summary:
- Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries.
#jira nojira
Change 4031843 by Jim.Brown
Action RPG Game full UI overhaul.
Goals:
- new layout and art
- consolidate view to center of screen
- make buttons appear more like interactible objects
- update button placement for reach and usability
- art pass for consistency of visual language (color, iconography, style)
Still to do:
- polish on some of the icons (temp art in several places)
- audio pass
- environment pass
- scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock)
Change 4033889 by Fred.Kimberley
Fixed some watches that were incorrectly displayed as not in scope.
Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged.
Change 4033921 by Fred.Kimberley
Remove unnecessary cast and unused variable.
Change 4034094 by Phillip.Kavan
Moved the Blueprint bookmarks feature out from under the experimental settings flag.
Change 4035553 by Marc.Audy
Remove unneeded UFUNCTION declaration
#jira UE-58030
Change 4035588 by Jim.Brown
RPG Game:
- Fixed a couple weapon icons (from temp art to more final version for review)
- Created 1st pass audio for Guardian enemies (attack, death, roar, swing)
- added reeeeeeeaally temp environmental audio (WIP)
- Started on audio for Spider creature (not in engine yet)
Change 4036698 by Phillip.Kavan
When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step.
Change summary:
- Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking.
- Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping.
#jira UE-52853
Change 4038454 by Marc.Audy
Remove unneeded validation code for old UC state system
Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class.
Change 4038487 by Jim.Brown
RPG Game:
- Icon work (still a couple placeholder, but almost done!)
- Audio pass on Guardian creature
- started audio on Spider creature (WIP)
Change 4040374 by Phillip.Kavan
When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play.
Change summary:
- Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump.
- Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review).
#jira UE-52853
Change 4040727 by Ben.Zeigler
Ability blueprint fixes
Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0
Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo
Added some comments
Change 4040812 by Fred.Kimberley
Fix errors and warnings in blueprint editor tests.
This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html).
Change 4041001 by Ben.Zeigler
Hook up skill cooldown to ui, bump cooldown to 2 seconds
Change 4041021 by Marc.Audy
PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist)
#jira UE-46077
#jira UE-58379
Change 4041038 by Fred.Kimberley
Remove UFUNCTION macros in overridden functions to fix build errors.
Change 4041671 by Fred.Kimberley
Added calls to delegates when a periodic effect executes a final time as it is being removed.
PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87)
Change 4041792 by Dan.Oconnor
Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer
#jira None
Change 4041796 by Dan.Oconnor
SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164
#jira UE-53734
Change 4041886 by Phillip.Kavan
Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled.
Change summary:
- Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks.
- Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged().
- Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes.
- Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize().
- Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor.
#jira UE-42333
Change 4042215 by Marc.Audy
Copy fix for depth of field in to Dev-Framework
#author Allan.Bentham
Change 4042732 by Marc.Audy
Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set
#jira UE-53965
Change 4042796 by Ben.Zeigler
#jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled
Change 4042943 by Jim.Brown
RPG Game:
- replaced all existing audio
- set up audio for all animations / matinee
- will need some polish when real audio comes in, but placeholder is good reference. :)
Change 4043287 by Ben.Zeigler
#jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none
#jira UE-57224 Fix it so pasting is correctly validated for soft object properties
Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal
Change 4043396 by Dan.Oconnor
Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped
#jira UE-58290
Change 4043708 by paulo.souza
Enemy progression intial commit + cleanups
Change 4045083 by Phillip.Kavan
Don't allow new bookmarks to be added when the name field is empty.
#jira UE-58220
Change 4045504 by Phillip.Kavan
The search bar is now functional in the Blueprint Bookmarks view.
#jira UE-58421
Change 4045516 by Phillip.Kavan
Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup).
#jira UE-55596
Change 4046707 by Jim.Brown
Action RPG Game
Guardians:
- Removed delay before grunts attack (so they don't just stand there anymore)
- Replaced idle animation with idle animation (was a scream, which they did every time they were idle)
HUD:
- Fixed skill meter not animating properly
- Added pulsing reminder around skill button when it's ready and hasn't been used
Character: (WIP)
- Fixed missing anim notify in Attack02
- Added missing notify (and sound) in a couple attacks
- reduced forward movement component of first couple attacks in combo move
Change 4046868 by Dan.Oconnor
Reparent blueprints before replacing references when using the 'delete and replace references' tool
#jira UE-57355
Change 4047012 by Jose.Gonzalez
Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate.
Change 4047018 by Jose.Gonzalez
Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets
Change 4047089 by paulo.souza
Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics
Change 4049741 by Jim.Brown
Action RPG Game:
- Set up Wave intro/outro screen
- Added a some audio stingers (legal approved, no need to replace)
- Content (music) file organization
Change 4050235 by Jim.Brown
Action RPG:
- Set up blocking volumes throughout entire map
- aligned all volumes on major grid lines
- turned off collision on all exterior rock meshes
- full rebuild
(should improve perf, collision, and pathing)
Change 4050440 by paulo.souza
Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions
Change 4050910 by paulo.souza
Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera
Change 4050920 by paulo.souza
Action RPG Game: Wave start and finish screen animation timing fix/polishing
Change 4050921 by paulo.souza
Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode
Change 4052161 by Jose.Gonzalez
Added player character efforts.
Adjusted soundcues for VO that plays during slow downs.
Added anims to support different sounds for mana/health potions
#jira UE-58598
Change 4052932 by Dan.Oconnor
Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant
#jira UE-58605
Change 4053179 by Jim.Brown
Action RPG Game:
- New front end (background, logo, buttons, animations)
- Updated HUD/UI with new art to match updated front end.
Change 4053187 by Marc.Audy
Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism.
Fix latent dynamic force feedback effects not updating their values when instructed to.
#jira UE-55921
Change 4053423 by Jose.Gonzalez
Added Guardian footsteps and concurrency rules for them.
Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check.
Added sword swings, adjusted volume per anim.
Added power up for Firewave.
Added Player Character footsteps.
Added whoosh for slo-mo meteors.
#jira UE-58598
Change 4053769 by Phillip.Kavan
Remove associated local bookmarks when Blueprint assets are deleted.
Change summary:
- Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only).
- Added FBlueprintEditorUtils::RemoveAllLocalBookmarks().
#jira UE-55606
Change 4053771 by Phillip.Kavan
CIS fix (failed P4 resolve)
Change 4053849 by Jose.Gonzalez
Spider large steps added, adjusted all anims and added them in the anims they weren't in.
Character collapse added.
Began work on Intro audio (creature sounds and timing)
#jira UE-58598
Change 4054042 by Jose.Gonzalez
Added Health and Mana cues, they now have seperate anims per item.
Added all Guardian VO, setup sequences and anims with matching audio.
Hammer and Axe swings added.
Level up cue added, adjusted anim.
Guardian swings and impacts added
#jira UE-58598
Change 4054375 by Marc.Audy
Ensure only that instanced IsEditorOnly components are displayed in the IWCE window
#jira UE-57954
Change 4054518 by Phillip.Kavan
For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion.
#jira UE-58738
Change 4054777 by Ben.Zeigler
#jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong
Change 4054796 by Fred.Kimberley
Improved watch window.
- shows watches from multiple blueprints.
- better indication of instances being debugged vs watches that aren't currently valid
Change 4055112 by Fred.Kimberley
PR #4273: Expose AIController public properties to BP (Contributed by Allar)
#jira UE-53007
Change 4055126 by Dan.Oconnor
Fix shadow variable
#jira UE-58763
Change 4055253 by paulo.souza
Action RPG Game - Fixes:
Player can die properly;
Should not be able to buy Souls;
Margins for the iPhoneX notch;
Change 4055279 by Fred.Kimberley
Added a helper function to make it easier to query containers for the presence of a single tag.
PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren)
#jira UE-57128
Change 4055511 by Ben.Zeigler
Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert
Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered
Change 4055981 by Jose.Gonzalez
Spider completed
#jira UE-58598
Change 4056011 by Jim.Brown
RPG Game:
- Fixed textures that weren't power of 2 for mobile
- Updated main menu screens with better lighting/resolution
- lighting tweaks to main level
- Gameplay balance tweaks (should be a bit more difficult now)
- more enemies per wave
- tighter distribution of enemy levels
- Differentiated enemies:
- Lvl 1 enemies are smaller w/ red effects
- Lvl 2 enemies are same size with yellow effects
- Lvl 3 enemies are larger with purplish effects
- Added effects to lvl 3 enemy's weapon (torch)
- Fixed color distrubution and transparency across buttons on the HUD
- Fixed button text eating input from buttons
- maybe some other stuff I forgot. :P
Change 4056192 by Dan.Oconnor
Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal
#jira None
Change 4056224 by Fred.Kimberley
Revert CL 4040812 for this file only. This change was not meant to be checked in.
#jira UE-58785
Change 4056239 by Marc.Audy
Components correctly display again.
Sprite components of Instanced components do appear. Can't solve that for now.
#jira UE-58747
Change 4056390 by Fred.Kimberley
Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called.
#jira UE-56986
Change 4056397 by Fred.Kimberley
Fix several minor issues with the watch window.
- Switched to more user friendly names for the instances being debugged
- Support copy and paste of multiple lines in the watch window
- Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged.
#jira UE-55707, UE-58273, UE-58703
Change 4056410 by Michael.Noland
Core: Added FUNC_Const to FUNC_FuncInherit
Change 4056515 by Phillip.Kavan
Fix crash on load during serialization of function entry nodes if the generated class is not yet available.
#jira UE-58783
Change 4056530 by Jose.Gonzalez
Set up soundclasses for all soundcues.
PSMs for Potions, Abilities, Slomo, and Enemy
#jira UE-58598
Change 4056552 by Ben.Zeigler
#jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values
Change 4056554 by Ben.Zeigler
Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds
Change 4056558 by paulo.souza
Action RPG:
- Fixed weapon switching bug
- Added more time to play the game (added per wave)
- AnimBP now resets to idle animation when in Inventory mode
Change 4056634 by Ben.Zeigler
Stop error spam about loading null items
Change 4056638 by Ben.Zeigler
Cleaned up GameInstance handling of loading screens
Delete some unused assets and consolidate a physical material
Change 4056640 by Michael.Noland
PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar)
#jira UE-51273
Change 4056641 by Michael.Noland
PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar)
#jira UE-51293
Change 4056642 by Michael.Noland
PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56)
Change 4056644 by Michael.Noland
PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl)
Change 4056645 by Michael.Noland
PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist)
#jira UE-57273
Change 4056646 by Michael.Noland
Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified
PR #4687: (Contributed by projectgheist)
#jira UE-58082
Change 4056659 by Michael.Noland
PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed)
Change 4056662 by Michael.Noland
PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly)
#jira UE-58158, UE-58096
Change 4056664 by Michael.Noland
PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar)
#jira UE-51291
Change 4056665 by Michael.Noland
PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist)
Change 4056696 by Michael.Noland
PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar)
#jira UE-51292
Change 4056716 by Michael.Noland
PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits)
Change 4056720 by Michael.Noland
PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon)
Change 4056723 by Michael.Noland
PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron)
Change 4056744 by paulo.souza
Action RPG:
- Fixed null referenced assets
- Reinstated the "Add Souls" button (for QA)
- Reduced some UI images max cook resolution
Change 4056745 by Jose.Gonzalez
UI and Ambient sounds added
#jira UE-58598
Change 4057038 by Jim.Brown
RPG Game:
- Fixed broken title screen
Change 4057043 by Jim.Brown
RPG Game:
- Lowered footstep volume
Change 4057071 by Jim.Brown
RPG Game: fixed broken logo/title widget
Change 4057079 by Michael.Noland
Blueprints: Fixing a static analysis error in the watch window
Change 4057112 by Jim.Brown
RPG Game: updated logo (downsized from 2048 to 1024 and improved quality)
Change 4057201 by Jim.Brown
RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances.
Change 4057245 by Jim.Brown
RPG Game: Lowered pitch of sword swing
Change 4057443 by Marc.Audy
Property counts will be different in cooked and uncooked builds due to the editor only properties
Change 4057515 by Jim.Brown
Action RPG:
- Replaced background image in main menu with much higher quality art
- Removed dynamic spotlight that was causing perf hitch in main map
- Added slight animation to damage number pops
- Audio tweaks
Change 4020341 by Phillip.Kavan
(Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.
Change summary:
- Restored 4016447.
- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods.
- Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion.
#jira UE-52372
Change 4024137 by Ben.Zeigler
Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions
Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum
Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo
Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags
Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code
Change 4035540 by Marc.Audy
Make UWidget::IsHovered virtual
Change 4043467 by Ben.Zeigler
#jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories
#jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654
These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI
[CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -04:00
/** Fix up cooking paths after they've been edited or laoded */
void FixCookingPaths ( ) ;
2014-03-14 14:13:41 -04:00
} ;